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, const char *icon_id, float x, float y)
  41. {
  42. snprintf(draw_g_name, sizeof(draw_g_name), "%s", icon_id);
  43. Entity *e = level_add_entity(level, &icon_desc);
  44. entity_pos_set(e, (Vector){x, y});
  45. UNUSED(manager);
  46. }
  47. // Draw a line of icons at a specific position (with collision detection)
  48. void draw_spawn_icon_line(GameManager *manager, Level *level, const char *icon_id, float x, float y, uint8_t amount, bool horizontal, uint8_t spacing)
  49. {
  50. for (int i = 0; i < amount; i++)
  51. {
  52. if (horizontal)
  53. {
  54. // check if element is outside the world
  55. if (x + (i * spacing) > WORLD_WIDTH)
  56. {
  57. break;
  58. }
  59. draw_spawn_icon(manager, level, icon_id, x + (i * spacing), y);
  60. }
  61. else
  62. {
  63. // check if element is outside the world
  64. if (y + (i * spacing) > WORLD_HEIGHT)
  65. {
  66. break;
  67. }
  68. draw_spawn_icon(manager, level, icon_id, x, y + (i * spacing));
  69. }
  70. }
  71. }
  72. static void draw_menu(GameManager *manager, Canvas *canvas)
  73. {
  74. GameContext *game_context = game_manager_game_context_get(manager);
  75. PlayerContext *player_context = entity_context_get(game_context->player);
  76. // draw background rectangle
  77. canvas_draw_icon(
  78. canvas,
  79. 0,
  80. 0,
  81. &I_icon_menu_128x64px);
  82. if (game_context->game_mode == GAME_MODE_STORY)
  83. {
  84. canvas_set_font(canvas, FontPrimary);
  85. canvas_draw_str(canvas, 45, 15, "Tutorial");
  86. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  87. canvas_draw_str(canvas, 24, 35, "Press BACK to exit");
  88. }
  89. else
  90. {
  91. // draw menu options
  92. switch (game_context->menu_screen)
  93. {
  94. case GAME_MENU_INFO:
  95. // draw info
  96. // first option is highlighted
  97. char health[32];
  98. char xp[32];
  99. char level[32];
  100. char strength[32];
  101. snprintf(level, sizeof(level), "Level : %ld", player_context->level);
  102. snprintf(health, sizeof(health), "Health : %ld", player_context->health);
  103. snprintf(xp, sizeof(xp), "XP : %ld", player_context->xp);
  104. snprintf(strength, sizeof(strength), "Strength: %ld", player_context->strength);
  105. canvas_set_font(canvas, FontPrimary);
  106. canvas_draw_str(canvas, 7, 16, player_context->username);
  107. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  108. canvas_draw_str(canvas, 7, 30, level);
  109. canvas_draw_str(canvas, 7, 37, health);
  110. canvas_draw_str(canvas, 7, 44, xp);
  111. canvas_draw_str(canvas, 7, 51, strength);
  112. // draw a box around the selected option
  113. canvas_draw_frame(canvas, 80, 18, 36, 30);
  114. canvas_set_font(canvas, FontPrimary);
  115. canvas_draw_str(canvas, 86, 30, "Info");
  116. canvas_set_font(canvas, FontSecondary);
  117. canvas_draw_str(canvas, 86, 42, "More");
  118. break;
  119. case GAME_MENU_MORE:
  120. // draw settings
  121. switch (game_context->menu_selection)
  122. {
  123. case 0:
  124. // first option is highlighted
  125. break;
  126. case 1:
  127. // second option is highlighted
  128. break;
  129. default:
  130. break;
  131. }
  132. canvas_set_font(canvas, FontPrimary);
  133. canvas_draw_str(canvas, 7, 16, VERSION_TAG);
  134. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  135. canvas_draw_str_multi(canvas, 7, 25, "Developed by\nJBlanked and Derek \nJamison. Graphics\nfrom Pr3!\n\nwww.github.com/jblanked");
  136. // draw a box around the selected option
  137. canvas_draw_frame(canvas, 80, 18, 36, 30);
  138. canvas_set_font(canvas, FontSecondary);
  139. canvas_draw_str(canvas, 86, 30, "Info");
  140. canvas_set_font(canvas, FontPrimary);
  141. canvas_draw_str(canvas, 86, 42, "More");
  142. break;
  143. case GAME_MENU_NPC:
  144. // draw NPC dialog
  145. canvas_set_font_custom(canvas, FONT_SIZE_SMALL);
  146. canvas_draw_str(canvas, 7, 16, game_context->message);
  147. break;
  148. default:
  149. break;
  150. }
  151. }
  152. }
  153. void draw_background_render(Canvas *canvas, GameManager *manager)
  154. {
  155. if (!canvas || !manager)
  156. return;
  157. GameContext *game_context = game_manager_game_context_get(manager);
  158. PlayerContext *player_context = entity_context_get(game_context->player);
  159. if (!game_context->is_menu_open)
  160. {
  161. // get player position
  162. Vector posi = entity_pos_get(game_context->player);
  163. // draw username over player's head
  164. draw_username(canvas, posi, player_context->username);
  165. if (game_context->is_switching_level)
  166. // draw switch world icon
  167. canvas_draw_icon(canvas, 0, 0, &I_icon_world_change_128x64px);
  168. else
  169. // Draw user stats
  170. draw_user_stats(canvas, (Vector){0, 50}, manager);
  171. }
  172. else
  173. {
  174. // draw menu
  175. draw_menu(manager, canvas);
  176. }
  177. };