Add sprites for title and menu

main
En Yi 2024-11-24 15:43:31 +08:00
parent 2d20b0c08a
commit 2de6eaa107
2 changed files with 33 additions and 10 deletions

View File

@ -8,14 +8,18 @@ static void level_select_render_func(Scene_t* scene)
{
LevelSelectSceneData_t* data = &(CONTAINER_OF(scene, LevelSelectScene_t, scene)->data);
Sprite_t* spr = get_sprite(&scene->engine->assets, "bunny_spr1");
Sprite_t* level_board = get_sprite(&scene->engine->assets, "lvl_board");
Sprite_t* level_select = get_sprite(&scene->engine->assets, "lvl_select");
BeginTextureMode(scene->layers.render_layers[0].layer_tex);
ClearBackground(BLANK);
draw_sprite(level_select, 0, (Vector2){0,0},0, false);
draw_sprite(level_board, 0, (Vector2){level_select->frame_size.x,0},0, false);
DrawText("Level Select", 10, 10, 40, BLACK);
vert_scrollarea_render(&data->scroll_area);
draw_sprite(
spr, 0, (Vector2){
data->scroll_area.display_area.x + data->scroll_area.display_area.width + 50,
data->scroll_area.display_area.y + data->scroll_area.display_area.height / 2
scene->engine->intended_window_size.x / 2,
scene->engine->intended_window_size.y / 2,
}, 0, false);
EndTextureMode();
}
@ -113,6 +117,7 @@ void init_level_select_scene(LevelSelectScene_t* scene)
scene->scene.engine->intended_window_size.y
}
);
scene->scene.bg_colour = BLACK;
vert_scrollarea_init(&scene->data.scroll_area, (Rectangle){50, 100, 150, DISPLAY_AREA_HEIGHT - 100}, (Vector2){150, SCROLL_TOTAL_HEIGHT});
vert_scrollarea_set_item_dims(&scene->data.scroll_area, FONT_SIZE, TEXT_PADDING);
char buf[32];

View File

@ -8,16 +8,33 @@ static void menu_scene_render_func(Scene_t* scene)
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
Sprite_t* spr = get_sprite(&scene->engine->assets, "title_spr");
Sprite_t* title_spr = get_sprite(&scene->engine->assets, "title_board");
Sprite_t* title_select = get_sprite(&scene->engine->assets, "title_select");
Rectangle render_rec = scene->layers.render_layers[0].render_area;
BeginTextureMode(scene->layers.render_layers[0].layer_tex);
ClearBackground(RAYWHITE);
draw_sprite(spr, 0, (Vector2){0, 0}, 0, false);
draw_sprite(title_spr, 0, (Vector2){32, 10}, 0, false);
int title_width = MeasureText("Bunny's Spelunking Adventure", 32);
DrawText("Bunny's Spelunking Adventure", (render_rec.width - title_width) / 2, 20, 32, BLACK);
UI_button(data->buttons, "Start");
UI_button(data->buttons + 1, "Continue");
UI_button(data->buttons + 2, "Exit");
const char* OPTIONS[3] = {"Start", "Credits", "Exit"};
for (uint8_t i = 0; i < 3; ++i)
{
Vector2 pos = (Vector2){data->buttons[i].bbox.x, data->buttons[i].bbox.y};
pos = Vector2Add(
pos,
shift_bbox(
(Vector2){
data->buttons[i].bbox.width,data->buttons[i].bbox.height
},
title_select->frame_size,
AP_MID_CENTER
)
);
draw_sprite(title_select, 0, pos, 0, false);
UI_button(data->buttons + i, OPTIONS[i]);
}
EndTextureMode();
}
@ -139,25 +156,26 @@ void init_menu_scene(MenuScene_t* scene)
sc_array_add(&scene->scene.systems, &gui_loop);
sc_array_add(&scene->scene.systems, &menu_scene_render_func);
int button_x = scene->scene.engine->intended_window_size.x / 4;
int button_y = scene->scene.engine->intended_window_size.y / 4;
int button_x = scene->scene.engine->intended_window_size.x / 8;
int button_y = scene->scene.engine->intended_window_size.y / 3;
int spacing = 100;
scene->data.buttons[0] = (UIComp_t) {
.bbox = {button_x,button_y,125,30},
.state = STATE_NORMAL,
.alpha = 1.0
};
scene->data.buttons[1] = (UIComp_t) {
.bbox = {button_x,button_y+45,125,30},
.bbox = {button_x,button_y+spacing,125,30},
.state = STATE_NORMAL,
.alpha = 1.0
};
scene->data.buttons[2] = (UIComp_t) {
.bbox = {button_x,button_y+90,125,30},
.bbox = {button_x,button_y+spacing * 2,125,30},
.state = STATE_NORMAL,
.alpha = 1.0
};
scene->data.buttons[3] = (UIComp_t) {
.bbox = {button_x,button_y+135,125,30},
.bbox = {button_x,button_y+spacing * 3,125,30},
.state = STATE_NORMAL,
.alpha = 1.0
};