use core::controller::ControllerManager;
use core::render::Renderer;
use geometry::{Point, Dimension};
-use point; // defined in common, but loaded from main...
+use point;
use rand::Rng;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
event_pump,
sprites,
states: vec!(self.state.unwrap_or_else(|| Box::new(ActiveState::new(screen)))),
- ctrl_man: ControllerManager::new(context.joystick()?, context.haptic()?),
+ ctrl_man: ControllerManager::new(context.game_controller()?, context.haptic()?),
})
}