Now it's getting more interesting. The game state is where all of the fun happens, so we need to make sure it's set up properly. Let us start, as per usual, with the creation of the state:
void State_Game::OnCreate() { auto context = m_stateMgr->GetContext(); EventManager* evMgr = context->m_eventManager; evMgr->AddCallback("Key_Escape", &State_Game::MainMenu, this); evMgr->AddCallback("Player_MoveLeft", &State_Game::PlayerMove, this); evMgr->AddCallback("Player_MoveRight", &State_Game::PlayerMove, this); evMgr->AddCallback("Player_MoveUp", &State_Game::PlayerMove, this); evMgr->AddCallback("Player_MoveDown", &State_Game::PlayerMove, this); sf::Vector2u size = context->m_wind->GetWindowSize(); m_view.setSize(static_cast<float>(size.x), static_cast<float>(size.y)); m_view.setCenter(static_cast<float>(size.x) / 2, static_cast<float>...