init, working screens from raylib screens example and basic bullets mechanics

This commit is contained in:
Stefan Stefanov 2024-02-09 19:09:37 +02:00
commit 178cf92f44
3 changed files with 301 additions and 0 deletions

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screens.odin Normal file
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package space_invaders
import "core:log"
import rl "vendor:raylib"
GameScreen :: enum {
LOGO,
TITLE,
GAMEPLAY,
ENDING,
}
update_screen :: proc(state: ^GameState) {
using state
switch screen {
case .LOGO:
{
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (frame_counter > int(target_fps * 2)) {
previous_screen = screen
screen = .TITLE
log.info("Updated screen enum", screen)
}
}
case .TITLE:
{
// Press enter to change to GAMEPLAY screen
if (rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
previous_screen = screen
screen = .GAMEPLAY
log.info("Updated screen enum", screen)
}
}
case .GAMEPLAY:
{
update_game(state)
}
case .ENDING:
{
// Press enter to return to TITLE screen
if (rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
previous_screen = screen
screen = .TITLE
log.info("Updated screen enum", screen)
}
}
}
if last_frame_screen != screen {
log.infof("Current screen: %v, previous screen: %v", screen, previous_screen)
}
last_frame_screen = screen
}
draw_screen :: proc(state: ^GameState) {
{
switch state.screen {
case .LOGO:
{
// TODO: Draw LOGO screen here!
rl.DrawText("SPACE INVADERS", 220, 220, 40, rl.GREEN)
rl.DrawText("WAIT for 2 SECONDS...", 290, 400, 20, rl.GRAY)
}
case .TITLE:
{
// TODO: Draw TITLE screen here!
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.GREEN)
rl.DrawText("TITLE SCREEN", 20, 20, 40, rl.DARKGREEN)
rl.DrawText(
"PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN",
120,
220,
20,
rl.DARKGREEN,
)
}
case .GAMEPLAY:
{
draw_game(state)
}
case .ENDING:
{
// TODO: Draw ENDING screen here!
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLUE)
rl.DrawText("ENDING SCREEN", 20, 20, 40, rl.DARKBLUE)
rl.DrawText(
"PRESS ENTER or TAP to RETURN to TITLE SCREEN",
120,
220,
20,
rl.DARKBLUE,
)
}
}
}
}