feat: player health
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parent
3a2daedb9d
commit
dd4a0085c5
92
game.c
92
game.c
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@ -50,6 +50,9 @@ struct enemy {
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struct enemy enemies[20] = {0};
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struct enemy enemies[20] = {0};
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size_t enemy_count = 0;
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size_t enemy_count = 0;
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size_t player_health = 10;
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char player_health_s[4] = " ";
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void key_callback(int key, int scancode, int action, int mods) {
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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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(void) scancode;
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@ -83,7 +86,25 @@ void cursor_position_callback(int xpos, int ypos) {
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mouse.y = ypos;
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mouse.y = ypos;
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}
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}
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void preview_closest(const struct bricks preview, struct brick *closest, size_t *min_dist) {
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void enemy_closest_get(const struct enemy *enemies, const size_t enemy_count, size_t *closest_i, size_t *min_dist) {
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*closest_i = -1;
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*min_dist = (size_t)-1;
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for (size_t i = 0; i < enemy_count; i++) {
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if (!enemies[i].is_reachable) continue;
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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 + enemies[i].x * EYE_SIZE + EYE_SIZE / 2;
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int preview_y = camera.y + enemies[i].y * EYE_SIZE + EYE_SIZE / 2;
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size_t dist = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
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if (*closest_i == (size_t)-1) *closest_i = i;
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if (dist < *min_dist) {
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*closest_i = i;
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*min_dist = dist;
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}
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}
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}
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void brick_preview_closest_get(const struct bricks preview, struct brick *closest, size_t *min_dist) {
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size_t min_dist_i = -1;
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size_t min_dist_i = -1;
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*min_dist = (size_t)-1;
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*min_dist = (size_t)-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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@ -137,25 +158,60 @@ void mouse_button_callback(int button, int action, int mods) {
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has_active = 0;
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has_active = 0;
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// get preview with minimal distance from active brick
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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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size_t brick_preview_min_dist = -1;
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struct brick closest = {0};
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struct brick brick_preview_closest = {0};
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preview_closest(preview, &closest, &min_dist);
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brick_preview_closest_get(preview, &brick_preview_closest, &brick_preview_min_dist);
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if (min_dist < EYE_SIZE * EYE_SIZE && preview.count) {
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size_t enemy_min_dist = -1;
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bricks_append(&bricks, closest);
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size_t enemy_closest_i = -1;
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for (size_t i = 0; i < enemy_count; i++) {
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if (active.front.vertical) enemy_closest_get(enemies, enemy_count, &enemy_closest_i, &enemy_min_dist);
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enemies[i].is_reachable |= VEC2_EQ(closest.front, enemies[i]) || VEC2_EQ(closest.back, enemies[i]);
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if (enemy_min_dist < brick_preview_min_dist && enemy_min_dist < EYE_SIZE * EYE_SIZE && enemy_count) {
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enemies[enemy_closest_i].health -= active.front.val + 1;
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if (enemies[enemy_closest_i].health <= 0) {
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enemies[enemy_closest_i].health = 0;
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for (size_t i = enemy_closest_i + 1; i < enemy_count; i++) {
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enemies[i - 1] = enemies[i];
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}
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}
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hand[hand_count++] = (struct brick) {
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enemy_count--;
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enemies[enemy_count++] = (struct enemy) {
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.attack = rand() % 6 + 1,
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.health = rand() % 6 + 1,
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.x = bricks.items.brick[bricks.count - 1].front.x + rand() % 8 - 4,
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.y = bricks.items.brick[bricks.count - 1].front.y + rand() % 8 - 4,
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.is_reachable = 0,
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};
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for (size_t i = 0; i < bricks.count * 2; i++) {
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if (VEC2_EQ(bricks.items.eye[i], enemies[enemy_count - 1])) {
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enemies[enemy_count - 1].is_reachable = 1;
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break;
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}
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}
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for (size_t i = 0; i < 3; i++) {
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hand[hand_count = MIN(hand_count + 1, 4)] = (struct brick) {
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.front = {.val = rand() % 6},
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.front = {.val = rand() % 6},
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.back = {.val = rand() % 6},
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.back = {.val = rand() % 6},
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};
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};
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is_goal_reached |= VEC2_EQ(closest.front, goal) || VEC2_EQ(closest.back, goal);
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}
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} else {
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player_health -= enemies[enemy_closest_i].attack - (active.back.val + 1);
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sprintf(player_health_s, "%zu", player_health);
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}
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} else if (brick_preview_min_dist < EYE_SIZE * EYE_SIZE && preview.count) {
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bricks_append(&bricks, brick_preview_closest);
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for (size_t i = 0; i < enemy_count; i++) {
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enemies[i].is_reachable |= VEC2_EQ(brick_preview_closest.front, enemies[i]) || VEC2_EQ(brick_preview_closest.back, enemies[i]);
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}
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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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is_goal_reached |= VEC2_EQ(brick_preview_closest.front, goal) || VEC2_EQ(brick_preview_closest.back, goal);
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for (size_t i = 0; i < bricks.count; i++) brick_print(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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} else {
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hand[hand_count++] = active;
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hand[hand_count++] = active;
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}
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}
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printf("dist: %d\n", closest.front.val);
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printf("dist: %d\n", brick_preview_closest.front.val);
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preview.count = 0;
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preview.count = 0;
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}
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}
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}
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}
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@ -176,6 +232,8 @@ void init(struct image canvas) {
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camera.x = canvas.width / 2;
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camera.x = canvas.width / 2;
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camera.y = canvas.height / 2;
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camera.y = canvas.height / 2;
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sprintf(player_health_s, "%zu", player_health);
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bricks_append(
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bricks_append(
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&bricks,
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&bricks,
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(struct brick) {
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(struct brick) {
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@ -201,7 +259,7 @@ void init(struct image canvas) {
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}
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}
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void render(struct image canvas) {
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void render(struct image canvas) {
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for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = 0;
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for (size_t i = 0; i < canvas.bufsize; i++) canvas.color[i] = (struct color) {0x12, 0x0b, 0x10, 0xFF};
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// domino playground
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// domino playground
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for (size_t i = 0; i < bricks.count; i++) {
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for (size_t i = 0; i < bricks.count; i++) {
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@ -217,9 +275,13 @@ void render(struct image canvas) {
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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});
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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});
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for (size_t i = 0; i < enemy_count; i++) {
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for (size_t i = 0; i < enemy_count; i++) {
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struct color color = {100, 0, 0, 255};
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// struct color color = {100, 0, 0, 255};
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if (enemies[i].is_reachable && has_active) {
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struct color color = {0xFF, 0x00, 0x55, 0xFF};
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if (enemies[i].is_reachable) {
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color = (struct color) {255, 0, 0, 255};
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color = (struct color) {255, 0, 0, 255};
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if (has_active) {
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color = (struct color) {0, 0, 255, 255};
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}
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}
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}
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draw_enemy(canvas, enemies[i], color);
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draw_enemy(canvas, enemies[i], color);
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}
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}
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@ -252,7 +314,7 @@ void render(struct image canvas) {
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draw_text(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255});
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draw_text(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255});
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draw_text(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255});
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draw_text(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255});
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draw_glyph(canvas, glyph_heart, 3, 20, (struct color) {255, 0, 0, 255});
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draw_glyph(canvas, glyph_heart, 3, 20, (struct color) {255, 0, 0, 255});
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draw_text(canvas, "10", 10, 20, (struct color) {255, 255, 255, 255});
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draw_text(canvas, player_health_s, 10, 20, (struct color) {255, 255, 255, 255});
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if (is_goal_reached) {
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if (is_goal_reached) {
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draw_text(canvas, game_over, (canvas.width - (sizeof(game_over)-1) * 5) / 2, 20, (struct color) {255, 255, 255, 255});
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draw_text(canvas, game_over, (canvas.width - (sizeof(game_over)-1) * 5) / 2, 20, (struct color) {255, 255, 255, 255});
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