player_sprite_vy(0),
player_sprite_jump_timer()
{
- player_sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
+ player_sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
player_sprite->set_action("small-walk-right");
player_sprite_jump_timer.start(graphicsRandom.randf(5,10));
}
void
LevelIntro::update(float elapsed_time)
{
- Controller *controller = g_input_manager->get_controller();
+ Controller *controller = InputManager::current()->get_controller();
// Check if it's time to exit the screen
if(controller->pressed(Controller::JUMP)
|| controller->pressed(Controller::ACTION)
|| controller->pressed(Controller::MENU_SELECT)
|| controller->pressed(Controller::PAUSE_MENU)) {
- g_screen_manager->pop_screen(std::unique_ptr<ScreenFade>(new FadeOut(0.1)));
+ ScreenManager::current()->pop_screen(std::unique_ptr<ScreenFade>(new FadeOut(0.1)));
}
player_sprite_py += player_sprite_vy * elapsed_time;