draw.c 6.8 KB

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  1. #include <game/draw.h>
  2. // Global variables to store camera position
  3. int draw_camera_x = 0;
  4. int draw_camera_y = 0;
  5. // Draw the user stats (health, xp, and level)
  6. void draw_user_stats(Canvas *canvas, Vector pos, GameManager *manager)
  7. {
  8. GameContext *game_context = game_manager_game_context_get(manager);
  9. PlayerContext *player = entity_context_get(game_context->player);
  10. // first draw a black rectangle to make the text more readable
  11. canvas_invert_color(canvas);
  12. canvas_draw_box(canvas, pos.x - 1, pos.y - 7, 34, 21);
  13. canvas_invert_color(canvas);
  14. char health[32];
  15. char xp[32];
  16. char level[32];
  17. snprintf(health, sizeof(health), "HP : %ld", player->health);
  18. snprintf(level, sizeof(level), "LVL: %ld", player->level);
  19. if (player->xp < 10000)
  20. snprintf(xp, sizeof(xp), "XP : %ld", player->xp);
  21. else
  22. snprintf(xp, sizeof(xp), "XP : %ldK", player->xp / 1000);
  23. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  24. canvas_draw_str(canvas, pos.x, pos.y, health);
  25. canvas_draw_str(canvas, pos.x, pos.y + 7, xp);
  26. canvas_draw_str(canvas, pos.x, pos.y + 14, level);
  27. }
  28. void draw_username(Canvas *canvas, Vector pos, char *username)
  29. {
  30. // first draw a black rectangle to make the text more readable
  31. // draw box around the username
  32. canvas_invert_color(canvas);
  33. canvas_draw_box(canvas, pos.x - draw_camera_x - (strlen(username) * 2) - 1, pos.y - draw_camera_y - 14, strlen(username) * 4 + 1, 8);
  34. canvas_invert_color(canvas);
  35. // draw username over player's head
  36. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  37. canvas_draw_str(canvas, pos.x - draw_camera_x - (strlen(username) * 2), pos.y - draw_camera_y - 7, username);
  38. }
  39. // Draw an icon at a specific position (with collision detection)
  40. // void draw_spawn_icon(GameManager *manager, Level *level, float x, float y)
  41. // {
  42. // Entity *e = level_add_entity(level, &icon_desc);
  43. // entity_pos_set(e, (Vector){x, y});
  44. // UNUSED(manager);
  45. // }
  46. // // Draw a line of icons at a specific position (with collision detection)
  47. // void draw_spawn_icon_line(GameManager *manager, Level *level, float x, float y, uint8_t amount, bool horizontal, uint8_t spacing)
  48. // {
  49. // for (int i = 0; i < amount; i++)
  50. // {
  51. // if (horizontal)
  52. // {
  53. // // check if element is outside the world
  54. // if (x + (i * spacing) > WORLD_WIDTH)
  55. // {
  56. // break;
  57. // }
  58. // draw_spawn_icon(manager, level, icon_id, x + (i * spacing), y);
  59. // }
  60. // else
  61. // {
  62. // // check if element is outside the world
  63. // if (y + (i * spacing) > WORLD_HEIGHT)
  64. // {
  65. // break;
  66. // }
  67. // draw_spawn_icon(manager, level, icon_id, x, y + (i * spacing));
  68. // }
  69. // }
  70. // }
  71. static void draw_menu(GameManager *manager, Canvas *canvas)
  72. {
  73. GameContext *game_context = game_manager_game_context_get(manager);
  74. PlayerContext *player_context = entity_context_get(game_context->player);
  75. // draw background rectangle
  76. canvas_draw_icon(
  77. canvas,
  78. 0,
  79. 0,
  80. &I_icon_menu_128x64px);
  81. if (game_context->game_mode == GAME_MODE_STORY)
  82. {
  83. canvas_set_font(canvas, FontPrimary);
  84. canvas_draw_str(canvas, 45, 15, "Tutorial");
  85. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  86. canvas_draw_str(canvas, 24, 35, "Press BACK to exit");
  87. }
  88. else
  89. {
  90. // draw menu options
  91. switch (game_context->menu_screen)
  92. {
  93. case GAME_MENU_INFO:
  94. // draw info
  95. // first option is highlighted
  96. char health[32];
  97. char xp[32];
  98. char level[32];
  99. char strength[32];
  100. snprintf(level, sizeof(level), "Level : %ld", player_context->level);
  101. snprintf(health, sizeof(health), "Health : %ld", player_context->health);
  102. snprintf(xp, sizeof(xp), "XP : %ld", player_context->xp);
  103. snprintf(strength, sizeof(strength), "Strength: %ld", player_context->strength);
  104. canvas_set_font(canvas, FontPrimary);
  105. canvas_draw_str(canvas, 7, 16, player_context->username);
  106. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  107. canvas_draw_str(canvas, 7, 30, level);
  108. canvas_draw_str(canvas, 7, 37, health);
  109. canvas_draw_str(canvas, 7, 44, xp);
  110. canvas_draw_str(canvas, 7, 51, strength);
  111. // draw a box around the selected option
  112. canvas_draw_frame(canvas, 80, 18, 36, 30);
  113. canvas_set_font(canvas, FontPrimary);
  114. canvas_draw_str(canvas, 86, 30, "Info");
  115. canvas_set_font(canvas, FontSecondary);
  116. canvas_draw_str(canvas, 86, 42, "More");
  117. break;
  118. case GAME_MENU_MORE:
  119. // draw settings
  120. switch (game_context->menu_selection)
  121. {
  122. case 0:
  123. // first option is highlighted
  124. break;
  125. case 1:
  126. // second option is highlighted
  127. break;
  128. default:
  129. break;
  130. }
  131. canvas_set_font(canvas, FontPrimary);
  132. canvas_draw_str(canvas, 7, 16, VERSION_TAG);
  133. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  134. canvas_draw_str_multi(canvas, 7, 25, "Developed by\nJBlanked and Derek \nJamison. Graphics\nfrom Pr3!\n\nwww.github.com/jblanked");
  135. // draw a box around the selected option
  136. canvas_draw_frame(canvas, 80, 18, 36, 30);
  137. canvas_set_font(canvas, FontSecondary);
  138. canvas_draw_str(canvas, 86, 30, "Info");
  139. canvas_set_font(canvas, FontPrimary);
  140. canvas_draw_str(canvas, 86, 42, "More");
  141. break;
  142. case GAME_MENU_NPC:
  143. // draw NPC dialog
  144. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  145. canvas_draw_str(canvas, 7, 16, game_context->message);
  146. break;
  147. default:
  148. break;
  149. }
  150. }
  151. }
  152. void draw_background_render(Canvas *canvas, GameManager *manager)
  153. {
  154. if (!canvas || !manager)
  155. return;
  156. GameContext *game_context = game_manager_game_context_get(manager);
  157. PlayerContext *player_context = entity_context_get(game_context->player);
  158. if (!game_context->is_menu_open)
  159. {
  160. // get player position
  161. Vector posi = entity_pos_get(game_context->player);
  162. // draw username over player's head
  163. draw_username(canvas, posi, player_context->username);
  164. if (game_context->is_switching_level)
  165. // draw switch world icon
  166. canvas_draw_icon(canvas, 0, 0, &I_icon_world_change_128x64px);
  167. else
  168. // Draw user stats
  169. draw_user_stats(canvas, (Vector){0, 50}, manager);
  170. }
  171. else
  172. {
  173. // draw menu
  174. draw_menu(manager, canvas);
  175. }
  176. };