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#include "gameScreen.h"
#include "game.h"
#include "world.h"
#include "bullets.h"
#include "assets.h"
void initGameScreenGui(GameScreen * gameScreen) {
float width = GetScreenWidth();
float height = GetScreenHeight();
// It is kind of terrible but works.
gameScreen->infoText = (Vector2){0.0, height / 1.5};
// Gyroscope indeed
initGyroscope(&gameScreen->gyroscope);
// Radar indeed.
initRadar(&gameScreen->radar);
gameScreen->mainCamera = FIRST_PERSON_CAMERA;
gameScreen->levelComplete = false;
}
void initGameScreen(GameScreen * gameScreen) {
initGameScreenGui(gameScreen);
}
void freeGameScreen(GameScreen * gameScreen) {
closeGyroscope(&gameScreen->gyroscope);
closeRadar(&gameScreen->radar);
}
void drawCrossHair(float size, float thick, Color color) {
Vector3 center = (Vector3){GetScreenWidth() / 2.0, GetScreenHeight() / 2.0};
// Left to right.
DrawLineEx(
(Vector2){center.x - size, center.y},
(Vector2){center.x + size, center.y},
thick,
color
);
// Top to bottom.
DrawLineEx(
(Vector2){center.x, center.y - size},
(Vector2){center.x, center.y + size},
thick,
color
);
}
void drawGameScreenGui(Game * game) {
GameScreen * gameScreen = &game->gameScreen;
Entity * player = getEntityFromWorld(game->world, 0);
// Hello reader. I fucking hate you!
size_t bufSize = 255;
char buf[bufSize];
// Draw cross hair.
if (gameScreen->mainCamera == FIRST_PERSON_CAMERA)
drawCrossHair(10.0, 2.0, BLUE);
Vector3 position = player->position;
Vector3 velocity = player->velocity.velocity;
// Format text.
snprintf(
buf,
bufSize,
"Health %.2f\n\nX %.2f\nY %.2f\nZ %.2f\n\nSpeed %.2f",
player->health,
position.x,
position.y,
position.z,
Vector3Length(velocity)
);
// Draw info text.
DrawText(
buf,
gameScreen->infoText.x,
gameScreen->infoText.y,
GAME_SCREEN_TEXT_SIZE,
GREEN
);
drawGyroscope(game, &gameScreen->gyroscope);
drawRadar(game, &gameScreen->radar);
}
void handleGameScreenInput(Game * game, GameScreen * gameScreen) {
switch(GetKeyPressed()) {
case KEY_ONE:
gameScreen->mainCamera = FIRST_PERSON_CAMERA;
break;
case KEY_TWO:
gameScreen->mainCamera = THIRD_PERSON_CAMERA;
break;
case KEY_THREE:
gameScreen->mainCamera = DEBUG_CAMERA;
break;
default:
break;
}
}
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.
updateWorld(&game->world, game);
// Camera.
runCameraUpdate(game, game->cameras, gameScreen->mainCamera);
// Draw.
BeginMode3D(game->cameras[gameScreen->mainCamera]);
DrawGrid(50, 25.0);
// Draw world.
drawWorld(&game->world, game);
EndMode3D();
}
void openGameScreen(Game * game) {
game->screenId = SCREEN_GAME;
if (game->settings.lockMouse)
DisableCursor();
}
void closeGameScreen(Game * game) {
if (game->settings.lockMouse)
EnableCursor();
}
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