}
void
-GameManager::start_game(std::unique_ptr<World> world)
+GameManager::start_worldmap(std::unique_ptr<World> world)
{
try
{
GameManager();
~GameManager();
- void start_game(std::unique_ptr<World> world);
+ void start_worldmap(std::unique_ptr<World> world);
void start_level(std::unique_ptr<World> world, const std::string& level_filename);
std::string get_level_name(const std::string& levelfile) const;
std::unique_ptr<World> world = World::load(m_contrib_worlds[index]->get_basedir());
if (!world->is_levelset())
{
- GameManager::current()->start_game(std::move(world));
+ GameManager::current()->start_worldmap(std::move(world));
}
else
{
case MNID_STARTGAME:
{
std::unique_ptr<World> world = World::load("levels/world1");
- GameManager::current()->start_game(std::move(world));
+ GameManager::current()->start_worldmap(std::move(world));
}
break;