odin-space-invaders/screens.odin

98 lines
1.9 KiB
Odin

package space_invaders
import "core:log"
import rl "vendor:raylib"
GameScreen :: enum {
TITLE,
GAMEPLAY,
ENDING,
}
update_screen :: proc(state: ^GameState) {
using state
switch 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)
}
reset_game = true
}
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) {
using state
{
switch state.screen {
case .TITLE:
{
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
rl.DrawTexturePro(
texture_atlas,
{LOGO_TO[0].x, LOGO_TO[0].y, LOGO_TO[1].x, LOGO_TO[1].y},
{0, 0, LOGO_TO[1].x * 4, LOGO_TO[1].y * 4},
{f32(-screen_width/4), f32(-screen_height/3)},
0,
rl.GREEN,
)
text: cstring = "PRESS ENTER TO START GAME"
size := rl.MeasureText(text, 20)
rl.DrawText(
text,
(screen_width / 2) - (size / 2),
screen_height - 20,
20,
rl.DARKGREEN,
)
}
case .GAMEPLAY:
{
draw_game(state)
}
case .ENDING:
{
draw_ending_screen(state)
}
}
}
}
draw_ending_screen :: proc(state: ^GameState) {
using state
// TODO: Draw ENDING screen here!
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
rl.DrawText("Game End", 20, 20, 40, rl.WHITE)
rl.DrawText(
rl.TextFormat("Player score: %d\nHighscore: %d", player_score, player_high_score),
120,
220,
20,
rl.WHITE,
)
}