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path: root/game/menus/endgame/EndGameSubScript.cpp
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Diffstat (limited to 'game/menus/endgame/EndGameSubScript.cpp')
-rw-r--r--game/menus/endgame/EndGameSubScript.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/game/menus/endgame/EndGameSubScript.cpp b/game/menus/endgame/EndGameSubScript.cpp
index 2204df0..f120e2d 100644
--- a/game/menus/endgame/EndGameSubScript.cpp
+++ b/game/menus/endgame/EndGameSubScript.cpp
@@ -1,7 +1,7 @@
#include "EndGameSubScript.h"
-#include "../IFloatingWindowScript.h"
#include "../../Events.h"
+#include "../IFloatingWindowScript.h"
#include <string>
@@ -12,43 +12,43 @@
using namespace crepe;
-EndGameSubScript::EndGameSubScript(const std::string & tag){
- this->tag = tag;
-}
+EndGameSubScript::EndGameSubScript(const std::string & tag) { this->tag = tag; }
-void EndGameSubScript::init(){
+void EndGameSubScript::init() {
this->disable_all();
this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->enable_all(); });
- this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->reset_timescale(); });
+ this->subscribe<EndGameEvent>([this](const EndGameEvent e) {
+ return this->reset_timescale();
+ });
}
-bool EndGameSubScript::disable_all(){
+bool EndGameSubScript::disable_all() {
IFloatingWindowScript::disable_all_sprites();
RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag);
- for(Button & button : buttons){
+ for (Button & button : buttons) {
button.active = false;
}
RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag);
- for(Text & text : texts){
+ for (Text & text : texts) {
text.active = false;
}
return false;
}
-bool EndGameSubScript::enable_all(){
+bool EndGameSubScript::enable_all() {
IFloatingWindowScript::enable_all_sprites();
RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag);
- for(Button & button : buttons){
+ for (Button & button : buttons) {
button.active = true;
}
RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag);
- for(Text & text : texts){
+ for (Text & text : texts) {
text.active = true;
}
return false;
}
-bool EndGameSubScript::reset_timescale(){
+bool EndGameSubScript::reset_timescale() {
this->get_loop_timer().set_time_scale(1);
return false;
}