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#include <raylib.h>
#include <cmath>
#include <raymath.h>
#include "lib/gameState.hpp"
#define CIRNO_SPRITE_POSITION {-26, 156}
constexpr float TRANSITION_TIME = 1.5f; // in seconds
inline Texture2D getCirno(GameState &gs)
{
switch (gs.curExp) {
case NEUTRAL:
return gs.AssetManager.load("cirno-neutral");
case PISSED:
return gs.AssetManager.load("cirno-pissed");
case HURT:
return gs.AssetManager.load("cirno-hurt");
case JOY:
return gs.AssetManager.load("cirno-joy");
case WOW:
return gs.AssetManager.load("cirno-wow");
case TIERED:
return gs.AssetManager.load("cirno-tiered");
case LAUGH:
return gs.AssetManager.load("cirno-laugh");
case RELAXED:
return gs.AssetManager.load("cirno-relaxed");
}
}
inline void drawCirno(GameState &gs) {
DrawTextureV(getCirno(gs), CIRNO_SPRITE_POSITION, WHITE);
}
inline Texture2D getCurrentScene(GameState &gs) {
switch (gs.curPos) {
case INSIDE:
return gs.AssetManager.load("inside");
break;
case OUTSIDE:
return gs.AssetManager.load(gs.flowerOnHead ? "outside2" : "outside");
break;
case FOREST:
return gs.AssetManager.load(gs.riceCakeEaten ? "forest2" : "forest");
break;
case MENU:
return gs.AssetManager.load("menu");
}
};
inline Texture2D getCurrentScene(GameState &gs, POSITION scene) {
switch (scene) {
case INSIDE:
return gs.AssetManager.load("inside");
break;
case OUTSIDE:
return gs.AssetManager.load(gs.flowerOnHead ? "outside2" : "outside");
break;
case FOREST:
return gs.AssetManager.load(gs.riceCakeEaten ? "forest2" : "forest");
break;
case MENU:
return gs.AssetManager.load("menu");
}
};
inline void DrawSceneChange(GameState &gs) {
if (gs.timeSinceSceneChange < TRANSITION_TIME) {
float t = Clamp(gs.timeSinceSceneChange / (TRANSITION_TIME / 2), 0.0f, 1.0f);
float a = 0.5f - 0.5f * cosf(t * PI);
DrawTextureV(getCurrentScene(gs, gs.prevPos),
ZERO_VEC,
ColorAlpha(WHITE, 1.0f - a));
DrawTextureV(getCurrentScene(gs, gs.curPos),
ZERO_VEC,
ColorAlpha(WHITE, a));
if (gs.timeSinceSceneChange > (TRANSITION_TIME/2)) {
float halfTime = gs.timeSinceSceneChange - (TRANSITION_TIME / 2);
float t2 = Clamp(halfTime / (TRANSITION_TIME / 2), 0.0f, 1.0f);
float a2 = 0.5f - 0.5f * cosf(t2 * PI);
DrawTextureV(getCirno(gs),
CIRNO_SPRITE_POSITION,
ColorAlpha(WHITE, a2));
if (gs.curExp != HURT && gs.flowerOnHead) {
DrawTextureV(gs.AssetManager.load("flower"), ZERO_VEC, ColorAlpha(WHITE, a2));
}
}
gs.timeSinceSceneChange = gs.timeSinceSceneChange + GetFrameTime();
}
else {
gs.timeSinceSceneChange = -1.0f;
}
}
inline void changeSceneTo(GameState &gs, POSITION scene) {
gs.timeSinceSceneChange = 0;
gs.prevPos = gs.curPos;
gs.curPos = scene;
}
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