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#include "gameScreen.h"
#include "game.h"
#include "assets.h"
#include <raylib.h>
void initGameScreen(GameScreen* gameScreen, Game* game)
{
gameScreen->place = CLICKY_DESKTOP_PLACE;
Assets* assets = &game->assets;
int width = WINDOW_WIDTH;
int height = WINDOW_HEIGHT;
int navigationButtonSize = 100;
int navigationButtonX = width - navigationButtonSize - 5.0;
// Navigation buttons.
gameScreen->toGameButton = createTexturedButton(
&assets->textures[TO_GAME_ICON_TEXTURE],
(Rectangle){navigationButtonX, 5.0, navigationButtonSize, navigationButtonSize},
"",
WHITE,
BLACK
);
gameScreen->toEmperorsEmporiumButton = createTexturedButton(
&assets->textures[TO_EMPERORS_EMPORIUM_ICON_TEXTURE],
(Rectangle){navigationButtonX, navigationButtonSize + 15.0, navigationButtonSize, navigationButtonSize},
"",
WHITE,
BLACK
);
// Button pannel thingy.
gameScreen->buttonPanelSharedAnimation = createAnimation(&assets->animations[BUTTON_BOX_ANIMATION], ANIMATION_DEFAULT_DELAY);
playAnimation(&gameScreen->buttonPanelSharedAnimation);
Texture* buttonTexture = &gameScreen->buttonPanelSharedAnimation.texture;
int buttonWidth = width / 4;
int buttonHeight = buttonWidth / 2;
int buttonY = height - buttonHeight;
gameScreen->upgradesButton = createTexturedButton(
buttonTexture,
(Rectangle){0.0, buttonY, buttonWidth, buttonHeight},
"Upgrades",
WHITE,
BLACK
);
gameScreen->achievementsButton = createTexturedButton(
buttonTexture,
(Rectangle){buttonWidth, buttonY, buttonWidth, buttonHeight},
"Achievements",
WHITE,
BLACK
);
gameScreen->rebirthButton = createTexturedButton(
buttonTexture,
(Rectangle){buttonWidth * 2.0, buttonY, buttonWidth, buttonHeight},
"Rebirth",
WHITE,
BLACK
);
gameScreen->statisticsButton = createTexturedButton(
buttonTexture,
(Rectangle){buttonWidth * 3.0, buttonY, buttonWidth, buttonHeight},
"Statistics",
WHITE,
BLACK
);
}
void updateGameScreenButtonPanel(GameScreen* gameScreen, Game* game)
{
// Button panel.
runAnimation(&gameScreen->buttonPanelSharedAnimation);
updateTexturedButton(&gameScreen->upgradesButton);
updateTexturedButton(&gameScreen->achievementsButton);
updateTexturedButton(&gameScreen->rebirthButton);
updateTexturedButton(&gameScreen->statisticsButton);
}
void updateGameScreenClickyDesktop(GameScreen* gameScreen, Game* game)
{
updateGameScreenButtonPanel(gameScreen, game);
// Clickies clickies.
updateClickies(game, &game->clickies);
}
void updateGameScreenShop(GameScreen* gameScreen, Game* game)
{
Texture shopBoard = game->assets.textures[SHOP_BOARD_TEXTURE];
// Board thingy.
DrawTexturePro(
shopBoard,
(Rectangle){0.0, 0.0, shopBoard.width, shopBoard.height},
(Rectangle){0.0, 0.0, WINDOW_WIDTH, WINDOW_HEIGHT},
(Vector2){0.0, 0.0},
0.0,
WHITE
);
// Penguin thingy thing thing
Texture yoyoyo = game->assets.textures[EMPEROR_SHOP_UI_TEXTURE];
DrawTexturePro(
yoyoyo,
(Rectangle){0.0, 0.0, yoyoyo.width, yoyoyo.height},
(Rectangle){0.0, 0.0, WINDOW_WIDTH, WINDOW_HEIGHT},
(Vector2){0.0, 0.0},
0.0,
WHITE
);
}
void updateGameScreen(GameScreen* gameScreen, Game* game)
{
// Draw background.
Texture background = game->assets.textures[MAIN_SCREEN_BACKGROUND_TEXTURE];
DrawTexturePro(
background,
(Rectangle){0.0, 0.0, background.width, background.height},
(Rectangle){0.0, 0.0, WINDOW_WIDTH, WINDOW_HEIGHT},
(Vector2){0.0, 0.0},
0.0,
WHITE
);
// Navigation buttons.
if (updateTexturedButton(&gameScreen->toGameButton))
{
gameScreen->place = CLICKY_DESKTOP_PLACE;
}
if (updateTexturedButton(&gameScreen->toEmperorsEmporiumButton))
{
gameScreen->place = SHOP_PLACE;
}
// assssssss hehehe
switch (gameScreen->place)
{
case CLICKY_DESKTOP_PLACE:
updateGameScreenClickyDesktop(gameScreen, game);
break;
case SHOP_PLACE:
updateGameScreenShop(gameScreen, game);
break;
default:
break;
}
// Stones.
char stonesBuf[30];
snprintf(stonesBuf, sizeof(stonesBuf), "Stones: %d", game->stones);
DrawText(stonesBuf, 10, 10, 20, BLACK);
//DrawFPS(0, 0);
}
void closeGameScreen(GameScreen* gameScreen)
{
closeAnimation(&gameScreen->buttonPanelSharedAnimation);
}
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