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authornathansmithsmith <nathansmith7@mailfence.com>2023-10-03 13:50:23 -0600
committernathansmithsmith <nathansmith7@mailfence.com>2023-10-03 13:50:23 -0600
commit0aaad98b1f7d8a2e3021a5ef350be8e8a026cee2 (patch)
tree08b4a72e377947d329249161ae1982169b17672c /src/gameScreen.c
parent2bd87ba9d98973e59e89fab4be60ce4ef4cf95ae (diff)
Levels working
Diffstat (limited to 'src/gameScreen.c')
-rw-r--r--src/gameScreen.c57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/gameScreen.c b/src/gameScreen.c
index ba5981a..b956059 100644
--- a/src/gameScreen.c
+++ b/src/gameScreen.c
@@ -18,6 +18,7 @@ void initGameScreenGui(GameScreen * gameScreen) {
initRadar(&gameScreen->radar);
gameScreen->mainCamera = FIRST_PERSON_CAMERA;
+ gameScreen->levelComplete = false;
}
void initGameScreen(GameScreen * gameScreen) {
@@ -105,13 +106,69 @@ void handleGameScreenInput(Game * game, GameScreen * gameScreen) {
}
}
+void drawNextLevelScreen(Game * game, GameScreen * gameScreen) {
+ float width = GetScreenWidth();
+ float height = GetScreenHeight();
+
+ size_t bufSize = 100;
+ char buf[bufSize];
+
+ // Complete message.
+ snprintf(
+ buf,
+ bufSize,
+ "Level %d complete",
+ game->levels.currentLevel + 1
+ );
+
+ DrawText(
+ buf,
+ (width / 2.0) - (50.0 * strnlen(buf, bufSize) / 4.0),
+ height / 3.0,
+ 50,
+ GREEN
+ );
+}
+
+void gameScreenHandleLevels(Game * game, GameScreen * gameScreen) {
+ // Show complete screen if level complete.
+ if (gameScreen->levelComplete) {
+ drawNextLevelScreen(game, gameScreen);
+
+ // Next fucking level.
+ if (GetTime() - gameScreen->timeAtLevelComplete >= GAME_SCREEN_NEXT_LEVEL_DELAY) {
+ gameScreen->levelComplete = false;
+ startLevel(game, &game->levels, gameScreen->lastLevel + 1);
+ }
+
+ return;
+ }
+
+ bool complete = updateLevel(game, &game->levels);
+
+ // This fucker been completed.
+ if (complete) {
+ gameScreen->lastLevel = game->levels.currentLevel;
+ endLevel(game, &game->levels);
+ gameScreen->levelComplete = true;
+ gameScreen->timeAtLevelComplete = GetTime();
+ }
+}
+
void updateGameScreen(Game * game) {
GameScreen * gameScreen = &game->gameScreen;
handleGameScreenInput(game, gameScreen);
ClearBackground(BLACK);
+
+ // Levels indeed.
+ gameScreenHandleLevels(game, gameScreen);
+
+ if (gameScreen->levelComplete)
+ return;
+ // GUI.
drawGameScreenGui(game);
// Update world.