game->cursor_x = 0;
game->cursor_y = 0;
- game_switch_state(game, GAME_STATE_SETTINGS);
+ game_switch_state(game, GAME_STATE_LEVEL_PICKER);
return game;
}
game_switch_state(game, GAME_STATE_LEVEL);
} break;
+
+ case SDLK_s: {
+ game_switch_state(game, GAME_STATE_SETTINGS);
+ } break;
}
} break;
}
return game_event_level_editor(game, event);
case GAME_STATE_SETTINGS: {
+ switch (event->type) {
+ case SDL_KEYDOWN: {
+ if (event->key.keysym.sym == SDLK_ESCAPE) {
+ game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+ return 0;
+ }
+ } break;
+ }
+
settings_event(&game->settings, &game->camera, event);
return 0;
} break;