#define DEBUG false #include #include #include "../lib/gameState.hpp" #include "../lib/dialogue.hpp" #include "../game/story.hpp" #include "../lib/button.hpp" #define UI_PADDING_BOTTOM 10 #define UI_BUTTON_SIZE 32 void drawGameplay(GameState &gs){ if (gs.timeSinceSceneChange == -1) { DrawTextureV(getCurrentScene(gs), ZERO_VEC, WHITE); } else { DrawSceneChange(gs); } if (gs.curExp != NEUTRAL && !IsDialogRunning(gs)) { gs.curExp = NEUTRAL; } drawCirno(gs); if (gs.curExp != HURT && gs.flowerOnHead) { DrawTextureV(gs.AssetManager.load("flower"), ZERO_VEC, WHITE); } if (DEBUG) { DrawText(TextFormat("%d, %d", (int)gs.currentMousePos.x, (int)gs.currentMousePos.y), 0, 40, 20, YELLOW);} ui::DrawText(TextFormat("Explored : %d/13", gs.explored.size()), 20, 10, 26, RED); if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) and !IsDialogRunning(gs)) { ProcessClick(gs); } DrawTextureV(gs.AssetManager.load("arrowhead"), {(int)(VIRTUAL_SCREEN_W/3)*2 + UI_BUTTON_SIZE/2.0f ,VIRTUAL_SCREEN_H - UI_BUTTON_SIZE - UI_PADDING_BOTTOM}, WHITE); DrawTextureV(gs.AssetManager.load("talk"), {(int)(VIRTUAL_SCREEN_W/2) - 88.0f/2 ,VIRTUAL_SCREEN_H - UI_BUTTON_SIZE - UI_PADDING_BOTTOM}, WHITE); if (IsDialogRunning(gs)) { DrawDialog(gs); } }