#include // Global variables to store camera position int camera_x = 0; int camera_y = 0; // Background rendering function (no collision detection) void draw_background(Canvas *canvas, Vector pos) { // Clear the canvas canvas_clear(canvas); // Calculate camera offset to center the player camera_x = pos.x - (SCREEN_WIDTH / 2); camera_y = pos.y - (SCREEN_HEIGHT / 2); // Clamp camera position to prevent showing areas outside the world camera_x = CLAMP(camera_x, WORLD_WIDTH - SCREEN_WIDTH, 0); camera_y = CLAMP(camera_y, WORLD_HEIGHT - SCREEN_HEIGHT, 0); // Draw the outer bounds adjusted by camera offset draw_bounds(canvas); } // Draw the user stats (health, xp, and level) void draw_user_stats(Canvas *canvas, Vector pos, GameManager *manager) { GameContext *game_context = game_manager_game_context_get(manager); PlayerContext *player = game_context->player_context; // first draw a black rectangle to make the text more readable canvas_invert_color(canvas); canvas_draw_box(canvas, pos.x - 1, pos.y - 7, 34, 21); canvas_invert_color(canvas); char health[32]; char xp[32]; char level[32]; snprintf(health, sizeof(health), "HP : %ld", player->health); snprintf(xp, sizeof(xp), "XP : %ld", player->xp); snprintf(level, sizeof(level), "LVL: %ld", player->level); canvas_set_font_custom(canvas, FONT_SIZE_SMALL); canvas_draw_str(canvas, pos.x, pos.y, health); canvas_draw_str(canvas, pos.x, pos.y + 7, xp); canvas_draw_str(canvas, pos.x, pos.y + 14, level); } void draw_username(Canvas *canvas, Vector pos, char *username) { // first draw a black rectangle to make the text more readable // draw box around the username canvas_invert_color(canvas); canvas_draw_box(canvas, pos.x - camera_x - (strlen(username) * 2) - 1, pos.y - camera_y - 14, strlen(username) * 4 + 1, 8); canvas_invert_color(canvas); // draw username over player's head canvas_set_font_custom(canvas, FONT_SIZE_SMALL); canvas_draw_str(canvas, pos.x - camera_x - (strlen(username) * 2), pos.y - camera_y - 7, username); } // Draw a line of icons (16 width) void draw_icon_line(Canvas *canvas, Vector pos, int amount, bool horizontal, const Icon *icon) { for (int i = 0; i < amount; i++) { if (horizontal) { // check if element is outside the world if (pos.x + (i * 17) > WORLD_WIDTH) { break; } canvas_draw_icon(canvas, pos.x + (i * 17) - camera_x, pos.y - camera_y, icon); } else { // check if element is outside the world if (pos.y + (i * 17) > WORLD_HEIGHT) { break; } canvas_draw_icon(canvas, pos.x - camera_x, pos.y + (i * 17) - camera_y, icon); } } } char g_temp_spawn_name[32]; // Draw an icon at a specific position (with collision detection) void spawn_icon(Level *level, const char *icon_id, float x, float y) { snprintf(g_temp_spawn_name, sizeof(g_temp_spawn_name), "%s", icon_id); Entity *e = level_add_entity(level, &icon_desc); entity_pos_set(e, (Vector){x, y}); } // Draw a line of icons at a specific position (with collision detection) void spawn_icon_line(Level *level, const char *icon_id, float x, float y, uint8_t amount, bool horizontal) { for (int i = 0; i < amount; i++) { if (horizontal) { // check if element is outside the world if (x + (i * 17) > WORLD_WIDTH) { break; } spawn_icon(level, icon_id, x + (i * 17), y); } else { // check if element is outside the world if (y + (i * 17) > WORLD_HEIGHT) { break; } spawn_icon(level, icon_id, x, y + (i * 17)); } } }