Make menus and level load work
parent
5b2027c57b
commit
f993c6b7ba
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@ -146,6 +146,7 @@ bool collide_target(struct kinematic_obj *obj, struct target_obj *target);
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//Menu
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void draw_menu();
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void main_menu_check();
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int get_selected_options();
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//Debug stuff, debug.c
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void state_string(char *str, enum PLAYER_STATE state);
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33
main.c
33
main.c
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@ -33,7 +33,7 @@ int GRAV = 1000;
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const int screenWidth = 800;
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const int screenHeight = 450;
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void main_menu(Camera2D camera);
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int main_menu(Camera2D camera);
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void play_test_level(Camera2D camera);
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int main()
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@ -49,25 +49,36 @@ int main()
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camera.offset = (Vector2){0,0};
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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while (!WindowShouldClose())
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//play_test_level(camera);
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main_menu(camera);
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CloseWindow(); // Close window and OpenGL context
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while (!WindowShouldClose()){
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int selected = main_menu(camera);
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switch(selected){
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case 0:
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play_test_level(camera);
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break;
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case 1:
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goto quit;
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default:
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puts("Unknown Command");
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goto quit;
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}
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}
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quit: CloseWindow();
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}
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void main_menu(Camera2D camera){
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int main_menu(Camera2D camera){
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camera.target = (Vector2){0,0};
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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main_menu_check();
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if (IsKeyPressed(KEY_SPACE)){
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return get_selected_options();
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}
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BeginDrawing();
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ClearBackground(RAYWHITE);
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draw_menu();
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EndDrawing();
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}
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}
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@ -119,11 +130,13 @@ void play_test_level(Camera2D camera){
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose() || IsKeyPressed(KEY_Q)) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_Q)){
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break;
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}
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player_input_check(&player);
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update_squishy(&sqr);
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@ -21,6 +21,10 @@ void main_menu_check(){
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++option;
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}
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int get_selected_options(){
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return option;
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}
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void draw_menu(){
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DrawFPS(0,0);
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for(unsigned int i=0;i<2;++i){
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