style: seperate functions into files
This commit is contained in:
parent
d6f9adad13
commit
464069851c
9
Makefile
9
Makefile
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@ -1,8 +1,15 @@
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CC = gcc
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CFLAGS := -ggdb -Wall -Wextra
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# -fsanitize=address
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LDFLAGS = -lglfw -lm -lGL -I./glad/include
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SOURCES = main.c game.c game.h glad/src/glad.c assets/white_and_blue_dominoes.h assets/red_and_peach_dominoes.h domino.c domino.h
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SOURCES = main.c \
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game.c game.h \
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domino.c domino.h \
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draw.c draw.h \
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assets/white_and_blue_dominoes.h \
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assets/red_and_peach_dominoes.h \
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glad/src/glad.c \
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domino-dungeon: ${SOURCES}
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$(CC) ${CFLAGS} -o $@ $^ ${LDFLAGS}
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61
domino.c
61
domino.c
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@ -1,6 +1,18 @@
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#include <stddef.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "domino.h"
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#define DIRECTIONS 6
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const struct eye direction[DIRECTIONS] = {
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{.x = 0, .y = -1},
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{.x = -2, .y = 0},
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{.x = 1, .y = 0},
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{.x = 0, .y = 1},
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{.x = -1, .y = -1},
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{.x = -1, .y = 1},
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};
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void bricks_append(struct bricks *bricks, struct brick brick) {
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if (bricks->count+1 > bricks->capacity) {
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if (bricks->capacity == 0) bricks->capacity = 256;
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@ -10,3 +22,52 @@ void bricks_append(struct bricks *bricks, struct brick brick) {
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bricks->items.brick[bricks->count++] = brick;
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}
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void brick_print(const struct brick b) {
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struct eye *eyes = (struct eye*) &b;
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for (size_t i = 0; i < 2; i++) {
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printf("{.x = %d, .y = %d, .val = %d, .vertical = %d}" , eyes[i].x, eyes[i].y, eyes[i].val, eyes[i].vertical); }
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printf("\n");
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}
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void brick_previews(const struct brick active, const struct bricks bricks, struct bricks *preview) {
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preview->count = 0;
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for (size_t i = 0; i < bricks.count * 2; i++) {
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struct eye e = bricks.items.eye[i];
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if (e.val != active.front.val && e.val != active.back.val) continue;
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struct brick p = active;
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p.front.x = e.x;
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p.front.y = e.y;
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p.back.x = e.x + !active.front.vertical;
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p.back.y = e.y + active.front.vertical;
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struct brick previews[DIRECTIONS] = {0};
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for (size_t ii = 0; ii < DIRECTIONS; ii++) {
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int offset_x = active.front.vertical ? direction[ii].y : direction[ii].x;
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int offset_y = active.front.vertical ? direction[ii].x : direction[ii].y;
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previews[ii] = p;
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previews[ii].front.x += offset_x;
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previews[ii].front.y += offset_y;
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previews[ii].front.val = 0;
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previews[ii].back.x += offset_x;
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previews[ii].back.y += offset_y;
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for (size_t iii = 0; iii < bricks.count * 2; iii++) {
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previews[ii].front.val |= (
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(bricks.items.eye[iii].x == previews[ii].back.x && bricks.items.eye[iii].y == previews[ii].back.y) ||
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(bricks.items.eye[iii].x == previews[ii].front.x && bricks.items.eye[iii].y == previews[ii].front.y)
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|| (
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(active.front.val != active.back.val) &&
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((e.val == active.front.val && direction[ii].x < 0) || (e.val == active.back.val && direction[ii].x >= 0))
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)
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);
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}
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if (!previews[ii].front.val)
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bricks_append(preview, previews[ii]);
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}
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}
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}
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2
domino.h
2
domino.h
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@ -17,6 +17,8 @@ struct bricks {
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};
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void bricks_append(struct bricks *bricks, struct brick brick);
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void brick_print(const struct brick b);
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void brick_previews(const struct brick active, const struct bricks bricks, struct bricks *preview);
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#endif // DOMINO_H
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39
draw.c
Normal file
39
draw.c
Normal file
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@ -0,0 +1,39 @@
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#include "characters.h"
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#include "draw.h"
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void draw_image( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical) {
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for (size_t y = 0; y < texture.height; y++) {
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for (size_t x = 0; x < texture.width; x++) {
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int canvas_y = (vertical ? x : y) + ypos;
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int canvas_x = (vertical ? y : x) + xpos;
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if (canvas_x < 0 || canvas_x >= (int) canvas.width - 1 || canvas_y < 0 || canvas_y >= (int) canvas.height - 1) continue;
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canvas.buf[canvas_y * canvas.width + canvas_x] = texture.buf[y * texture.width + x];
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}
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}
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}
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void draw_glyph( struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color) {
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struct image texture = {
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.width = 5,
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.height = 6,
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.bufsize = 5 * 6,
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.buf = (uint32_t[30]) {0}
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};
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for (size_t y = 0; y < texture.height; y++) {
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for (size_t x = 0; x < texture.width; x++) {
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if ((glyph >> ((texture.height - y - 1) * texture.width + (texture.width - x - 1))) & 1) {
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texture.color[y * texture.width + x] = color;
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}
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}
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}
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draw_image(canvas, texture, xpos, ypos, 0);
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}
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void draw_text(struct image canvas, char *string, size_t xpos, size_t ypos, struct color color) {
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for (size_t i = 0; string[i]; i++) {
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uint32_t glyph = characters[string[i] - ' '];
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draw_glyph(canvas, glyph, xpos + i * 5, ypos, color);
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}
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}
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8
draw.h
Normal file
8
draw.h
Normal file
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@ -0,0 +1,8 @@
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#include <stdbool.h>
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#include <stddef.h>
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#include "game.h"
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void draw_image( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical);
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void draw_glyph( struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color);
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void draw_text(struct image canvas, char *string, size_t xpos, size_t ypos, struct color color);
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207
game.c
207
game.c
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@ -7,7 +7,7 @@
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#include "game.h"
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#include "domino.h"
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#include "characters.h"
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#include "draw.h"
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#include "assets/white_and_blue_dominoes.h"
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#include "assets/red_and_peach_dominoes.h"
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@ -15,6 +15,10 @@
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP(x,a,b) (MIN(MAX(x,a),b))
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const uint32_t glyph_heart = 0b00010101111111111011100010000000;
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const uint32_t glyph_flag = 0b00011000111001100010000100011100;
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const uint32_t glyph_monster = 0b00111011111101011111111111101010;
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int mouse_x = 0, mouse_y = 0;
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struct bricks bricks = {0};
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@ -25,8 +29,7 @@ size_t hand_count = 0;
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struct brick active = {0};
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bool has_active = 0;
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struct brick preview[256] = {0};
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size_t preview_count = 0;
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struct bricks preview = {0};
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int camera_x = 0;
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int camera_y = 0;
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@ -43,66 +46,6 @@ struct enemy {
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struct enemy enemies[20] = {0};
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size_t enemy_count = 0;
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#define DIRECTIONS 6
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struct eye direction[DIRECTIONS] = {
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{.x = 0, .y = -1},
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{.x = -2, .y = 0},
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{.x = 1, .y = 0},
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{.x = 0, .y = 1},
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{.x = -1, .y = -1},
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{.x = -1, .y = 1},
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};
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void get_prewiews() {
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preview_count = 0;
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for (size_t i = 0; i < bricks.count * 2; i++) {
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struct eye e = bricks.items.eye[i];
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if (e.val != active.front.val && e.val != active.back.val) continue;
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struct brick p = active;
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p.front.x = e.x;
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p.front.y = e.y;
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p.back.x = e.x + !active.front.vertical;
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p.back.y = e.y + active.front.vertical;
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struct brick previews[DIRECTIONS] = {0};
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for (size_t ii = 0; ii < DIRECTIONS; ii++) {
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int offset_x = active.front.vertical ? direction[ii].y : direction[ii].x;
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int offset_y = active.front.vertical ? direction[ii].x : direction[ii].y;
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previews[ii] = p;
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previews[ii].front.x += offset_x;
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previews[ii].front.y += offset_y;
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previews[ii].front.val = 0;
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previews[ii].back.x += offset_x;
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previews[ii].back.y += offset_y;
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for (size_t iii = 0; iii < bricks.count * 2; iii++) {
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previews[ii].front.val |= (
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(bricks.items.eye[iii].x == previews[ii].back.x && bricks.items.eye[iii].y == previews[ii].back.y) ||
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(bricks.items.eye[iii].x == previews[ii].front.x && bricks.items.eye[iii].y == previews[ii].front.y)
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|| (
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(active.front.val != active.back.val) &&
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((e.val == active.front.val && direction[ii].x < 0) || (e.val == active.back.val && direction[ii].x >= 0))
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)
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);
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}
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}
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for (size_t ii = 0; ii < DIRECTIONS; ii++) {
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if (!previews[ii].front.val)
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preview[preview_count++] = previews[ii];
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}
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}
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}
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void print_brick(struct brick b) {
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struct eye *eyes = (struct eye*) &b;
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for (size_t i = 0; i < 2; i++) {
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printf("{.x = %d, .y = %d, .val = %d, .vertical = %d}" , eyes[i].x, eyes[i].y, eyes[i].val, eyes[i].vertical); }
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printf("\n");
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}
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void key_callback(int key, int scancode, int action, int mods) {
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(void) scancode;
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@ -117,7 +60,7 @@ void key_callback(int key, int scancode, int action, int mods) {
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active.back.val = tmp.val;
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}
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active.front.vertical = !active.front.vertical;
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get_prewiews();
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brick_previews(active, bricks, &preview);
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printf("rotate\n");
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break;
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case GLFW_KEY_ENTER:
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@ -138,6 +81,7 @@ void cursor_position_callback(int xpos, int ypos) {
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void mouse_button_callback(int button, int action, int mods) {
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(void) mods;
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printf("click!\n");
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if (button == GLFW_MOUSE_BUTTON_RIGHT) {
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is_dragging = (action == GLFW_PRESS);
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@ -147,65 +91,75 @@ void mouse_button_callback(int button, int action, int mods) {
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// pick up brick from hand
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for (size_t i = 0; i < hand_count; i++) {
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struct brick *b = &hand[i];
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if (!has_active) {
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if (b->front.x <= mouse_x && mouse_x <= b->front.x + DOMINO_WIDTH &&
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b->front.y <= mouse_y && mouse_y <= b->front.y + DOMINO_HEIGHT
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) {
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has_active = 1;
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active = *b;
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active.front.x -= mouse_x;
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active.front.y -= mouse_y;
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}
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} else {
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if (has_active) {
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hand[i - 1] = hand[i];
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continue;
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}
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if (b->front.x <= mouse_x && mouse_x <= b->front.x + DOMINO_WIDTH &&
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b->front.y <= mouse_y && mouse_y <= b->front.y + DOMINO_HEIGHT
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) {
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has_active = 1;
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active = *b;
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active.front.x -= mouse_x;
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active.front.y -= mouse_y;
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}
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}
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if (has_active) {
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hand_count--;
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get_prewiews();
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brick_previews(active, bricks, &preview);
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}
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}
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printf("click!\n");
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) {
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if (has_active) {
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has_active = 0;
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// get preview with minimal distance from active brick
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size_t min_dist = -1;
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for (size_t i = 0; i < preview_count; i++) {
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for (size_t i = 0; i < preview.count; i++) {
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int active_x = active.front.x + mouse_x + DOMINO_WIDTH / 2;
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int active_y = active.front.y + mouse_y + DOMINO_HEIGHT / 2;
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int preview_x = camera_x + preview[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2;
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int preview_y = camera_y + preview[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2;
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preview[i].front.val = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
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int preview_x = camera_x + preview.items.brick[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2;
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int preview_y = camera_y + preview.items.brick[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2;
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preview.items.brick[i].front.val = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
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if (min_dist == (size_t)-1) min_dist = i;
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if (preview[i].front.val < preview[min_dist].front.val) min_dist = i;
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if (preview.items.brick[i].front.val < preview.items.brick[min_dist].front.val) min_dist = i;
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}
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if (preview[min_dist].front.val < EYE_SIZE * EYE_SIZE && preview_count) {
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preview[min_dist].front.val = active.front.val;
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preview[min_dist].front.vertical = active.front.vertical;
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preview[min_dist].back.val = active.back.val;
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bricks_append(&bricks, preview[min_dist]);
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if (preview.items.brick[min_dist].front.val < EYE_SIZE * EYE_SIZE && preview.count) {
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preview.items.brick[min_dist].front.val = active.front.val;
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preview.items.brick[min_dist].front.vertical = active.front.vertical;
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preview.items.brick[min_dist].back.val = active.back.val;
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bricks_append(&bricks, preview.items.brick[min_dist]);
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hand[hand_count++] = (struct brick) {
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.front = {.val = rand() % 6},
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.back = {.val = rand() % 6},
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};
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if ((preview[min_dist].front.x == goal_x && preview[min_dist].front.y == goal_y) ||
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(preview[min_dist].back.x == goal_x && preview[min_dist].back.y == goal_y)) {
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if ((preview.items.brick[min_dist].front.x == goal_x &&
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preview.items.brick[min_dist].front.y == goal_y) ||
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(preview.items.brick[min_dist].back.x == goal_x &&
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preview.items.brick[min_dist].back.y == goal_y)) {
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is_goal_reached = 1;
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}
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for (size_t i = 0; i < bricks.count; i++) print_brick(bricks.items.brick[i]);
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for (size_t i = 0; i < bricks.count; i++) brick_print(bricks.items.brick[i]);
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} else {
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hand[hand_count++] = active;
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}
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printf("dist: %d\n", preview[min_dist].front.val);
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preview_count = 0;
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printf("dist: %d\n", preview.items.brick[min_dist].front.val);
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preview.count = 0;
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}
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}
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}
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void draw_enemy(struct image canvas, int attack, int health, size_t xpos, size_t ypos) {
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char a[] = {(attack + '0'), 0};
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char h[] = {(health + '0'), 0};
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draw_glyph(canvas, glyph_monster, camera_x + xpos * EYE_SIZE + 2, camera_y + ypos * EYE_SIZE + 3, (struct color) {255, 0, 0, 255});
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draw_text(canvas, a, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE, (struct color) {255, 0, 0, 255});
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draw_text(canvas, h, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE + 6, (struct color) {255, 0, 0, 255});
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}
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void init(struct image canvas) {
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camera_x = canvas.width / 2;
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camera_y = canvas.height / 2;
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@ -226,67 +180,21 @@ void init(struct image canvas) {
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}
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}
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void draw( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical) {
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for (size_t y = 0; y < texture.height; y++) {
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for (size_t x = 0; x < texture.width; x++) {
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int canvas_y = (vertical ? x : y) + ypos;
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int canvas_x = (vertical ? y : x) + xpos;
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if (canvas_x < 0 || canvas_x >= (int) canvas.width - 1 || canvas_y < 0 || canvas_y >= (int) canvas.height - 1) continue;
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canvas.buf[canvas_y * canvas.width + canvas_x] = texture.buf[y * texture.width + x];
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}
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}
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}
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void draw_glyph( struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color) {
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struct image texture = {
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.width = 5,
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.height = 6,
|
||||
.bufsize = 5 * 6,
|
||||
.buf = (uint32_t[30]) {0}
|
||||
};
|
||||
|
||||
texture.buf = (uint32_t[30]) {0};
|
||||
|
||||
for (size_t y = 0; y < texture.height; y++) {
|
||||
for (size_t x = 0; x < texture.width; x++) {
|
||||
if ((glyph >> ((texture.height - y - 1) * texture.width + (texture.width - x - 1))) & 1) {
|
||||
texture.color[y * texture.width + x] = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
draw(canvas, texture, xpos, ypos, 0);
|
||||
}
|
||||
|
||||
void print(struct image canvas, char *string, size_t xpos, size_t ypos, struct color color) {
|
||||
for (size_t i = 0; string[i]; i++) {
|
||||
uint32_t glyph = characters[string[i] - ' '];
|
||||
draw_glyph(canvas, glyph, xpos + i * 5, ypos, color);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_enemy(struct image canvas, int attack, int health, size_t xpos, size_t ypos) {
|
||||
char a[] = {(attack + '0'), 0};
|
||||
char h[] = {(health + '0'), 0};
|
||||
draw_glyph(canvas, (uint32_t) 0b00111011111101011111111111101010, camera_x + xpos * EYE_SIZE + 2, camera_y + ypos * EYE_SIZE + 3, (struct color) {255, 0, 0, 255});
|
||||
print(canvas, a, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE, (struct color) {255, 0, 0, 255});
|
||||
print(canvas, h, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE + 6, (struct color) {255, 0, 0, 255});
|
||||
}
|
||||
|
||||
void render(struct image canvas) {
|
||||
for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = 0;
|
||||
|
||||
// domino playground
|
||||
for (size_t i = 0; i < bricks.count; i++) {
|
||||
struct brick *b = &bricks.items.brick[i];
|
||||
draw(canvas, red_and_peach_dominoes[b->back.val][b->front.val], camera_x + b->front.x * EYE_SIZE, camera_y + b->front.y * EYE_SIZE, b->front.vertical);
|
||||
draw_image(canvas, red_and_peach_dominoes[b->back.val][b->front.val], camera_x + b->front.x * EYE_SIZE, camera_y + b->front.y * EYE_SIZE, b->front.vertical);
|
||||
}
|
||||
|
||||
// preview
|
||||
for (size_t i = 0; i < preview_count; i++) {
|
||||
draw(canvas, white_and_blue_dominoes[active.back.val][active.front.val], camera_x + preview[i].front.x * EYE_SIZE, camera_y + preview[i].front.y * EYE_SIZE, active.front.vertical);
|
||||
for (size_t i = 0; i < preview.count; i++) {
|
||||
draw_image(canvas, white_and_blue_dominoes[active.back.val][active.front.val], camera_x + preview.items.brick[i].front.x * EYE_SIZE, camera_y + preview.items.brick[i].front.y * EYE_SIZE, active.front.vertical);
|
||||
}
|
||||
|
||||
draw_glyph(canvas, (uint32_t) 0b00011000111001100010000100011100, camera_x + goal_x * EYE_SIZE + 3, camera_y + goal_y * EYE_SIZE + 3, (struct color) {255, 255, 0, 255});
|
||||
draw_glyph(canvas, glyph_flag, camera_x + goal_x * EYE_SIZE + 3, camera_y + goal_y * EYE_SIZE + 3, (struct color) {255, 255, 0, 255});
|
||||
|
||||
draw_enemy(canvas, 6, 3, 0, 3);
|
||||
|
||||
|
|
@ -295,12 +203,12 @@ void render(struct image canvas) {
|
|||
struct brick *b = &hand[i];
|
||||
b->front.x = (canvas.width - hand_count *(DOMINO_WIDTH + 4))/2 + i * (DOMINO_WIDTH + 4);
|
||||
b->front.y = canvas.height - DOMINO_WIDTH;
|
||||
draw(canvas, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x, b->front.y, b->front.vertical);
|
||||
draw_image(canvas, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x, b->front.y, b->front.vertical);
|
||||
}
|
||||
|
||||
// active
|
||||
if (has_active) {
|
||||
draw(canvas, red_and_peach_dominoes[active.back.val][active.front.val], mouse_x + active.front.x, mouse_y + active.front.y, active.front.vertical);
|
||||
draw_image(canvas, red_and_peach_dominoes[active.back.val][active.front.val], mouse_x + active.front.x, mouse_y + active.front.y, active.front.vertical);
|
||||
}
|
||||
|
||||
// character
|
||||
|
|
@ -308,15 +216,14 @@ void render(struct image canvas) {
|
|||
char inventory[] = "Inventory";
|
||||
char game_over[] = "You reached the goal!";
|
||||
// print(canvas, title, (canvas.width - (sizeof(title)-1) * 5) / 2, 5, (struct color) {255, 255, 255, 255});
|
||||
print(canvas, inventory, (canvas.width - (sizeof(inventory)-1) * 5) / 2, canvas.height - DOMINO_WIDTH - 10, (struct color) {255, 255, 255, 255});
|
||||
print(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255});
|
||||
print(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255});
|
||||
|
||||
draw_glyph(canvas, 0b00010101111111111011100010000000, 3, 20, (struct color) {255, 0, 0, 255});
|
||||
print(canvas, "10", 10, 20, (struct color) {255, 255, 255, 255});
|
||||
draw_text(canvas, inventory, (canvas.width - (sizeof(inventory)-1) * 5) / 2, canvas.height - DOMINO_WIDTH - 10, (struct color) {255, 255, 255, 255});
|
||||
draw_text(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255});
|
||||
draw_text(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255});
|
||||
draw_glyph(canvas, glyph_heart, 3, 20, (struct color) {255, 0, 0, 255});
|
||||
draw_text(canvas, "10", 10, 20, (struct color) {255, 255, 255, 255});
|
||||
|
||||
if (is_goal_reached) {
|
||||
print(canvas, game_over, (canvas.width - (sizeof(game_over)-1) * 5) / 2, 20, (struct color) {255, 255, 255, 255});
|
||||
draw_text(canvas, game_over, (canvas.width - (sizeof(game_over)-1) * 5) / 2, 20, (struct color) {255, 255, 255, 255});
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue