Got a bit further
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@ -25,6 +25,7 @@ typedef enum GameState_t {
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SCORE_SCREEN,
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PLAYING,
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IN_GAME_MENU,
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CHARACTER_MENU,
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GAME_OVER,
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COMPLETED,
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QUIT
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45
src/main.c
45
src/main.c
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@ -144,6 +144,7 @@ static Gui *gGui = NULL;
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static SkillBar *gSkillBar = NULL;
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static Menu *mainMenu = NULL;
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static Menu *inGameMenu = NULL;
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static Menu *charSelectMenu = NULL;
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static Timer *menuTimer = NULL;
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static Camera *gCamera = NULL;
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static Screen *creditsScreen = NULL;
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@ -155,6 +156,7 @@ static unsigned int cLevel = 1;
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static float deltaTime = 1.0;
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static double renderScale = 1.0;
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static Turn currentTurn = PLAYER;
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static class_t playerClass = WARRIOR;
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static GameState gGameState;
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static SDL_Rect mainViewport;
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static SDL_Rect gameViewport;
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@ -304,9 +306,8 @@ initGame(void)
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}
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static void
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startGame(void *unused)
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startGame(void)
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{
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UNUSED(unused);
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cLevel = 1;
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gGameState = PLAYING;
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if (gPlayer)
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@ -348,6 +349,25 @@ toggleInGameMenu(void *unused)
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gGameState = PLAYING;
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}
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static void
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on_character_select(const char *str)
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{
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if (strcmp(str, "warrior") == 0)
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playerClass = WARRIOR;
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else if (strcmp(str, "rogue") == 0)
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playerClass = ROGUE;
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startGame();
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}
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static void
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goToCharacterMenu(void *unused)
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{
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UNUSED(unused);
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charSelectMenu = menu_create_character_selector(on_character_select);
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gGameState = CHARACTER_MENU;
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}
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static void
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goToMainMenu(void *unused)
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{
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@ -388,7 +408,7 @@ static void
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createInGameGameOverMenu(void)
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{
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static TEXT_MENU_ITEM menu_items[] = {
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{ "NEW GAME", startGame },
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{ "NEW GAME", goToCharacterMenu },
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{ "MAIN MENU", goToMainMenu },
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{ "QUIT", exitGame },
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};
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@ -418,7 +438,7 @@ static void
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initMainMenu(void)
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{
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static TEXT_MENU_ITEM menu_items[] = {
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{ "PLAY", startGame },
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{ "PLAY", goToCharacterMenu },
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{ "SCORES", viewScoreScreen },
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{ "CREDITS", viewCredits },
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{ "QUIT", exitGame },
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@ -452,6 +472,9 @@ resetGame(void)
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if (mainMenu)
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menu_destroy(mainMenu);
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mainMenu = NULL;
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if (charSelectMenu)
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menu_destroy(charSelectMenu);
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charSelectMenu = NULL;
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if (creditsScreen)
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screen_destroy(creditsScreen);
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@ -891,10 +914,17 @@ run_menu(void)
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map_move_monsters(gMap, gRoomMatrix);
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}
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menu_update(mainMenu, &input);
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if (gGameState != MENU && gGameState != CREDITS && gGameState != SCORE_SCREEN)
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if (gGameState != MENU
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&& gGameState != CREDITS
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&& gGameState != SCORE_SCREEN
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&& gGameState != CHARACTER_MENU)
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return;
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if (gGameState == MENU)
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menu_update(mainMenu, &input);
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else if (gGameState == CHARACTER_MENU)
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menu_update(charSelectMenu, &input);
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
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SDL_RenderClear(gRenderer);
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SDL_RenderSetViewport(gRenderer, &menuViewport);
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@ -907,6 +937,8 @@ run_menu(void)
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if (gGameState == MENU)
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menu_render(mainMenu, gCamera);
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if (gGameState == CHARACTER_MENU)
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menu_render(charSelectMenu, gCamera);
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else if (gGameState == CREDITS)
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screen_render(creditsScreen, gCamera);
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else if (gGameState == SCORE_SCREEN)
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@ -962,6 +994,7 @@ run(void)
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case MENU:
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case CREDITS:
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case SCORE_SCREEN:
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case CHARACTER_MENU:
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run_menu();
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break;
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case QUIT:
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31
src/menu.c
31
src/menu.c
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@ -84,25 +84,38 @@ menu_create_text_menu(Menu **menu, TEXT_MENU_ITEM *menu_items, unsigned int size
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}
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Menu *
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menu_create_character_selector(void (*onCharacterSelect)(const char **))
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menu_create_character_selector(void (*onCharacterSelect)(const char *))
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{
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const char *spriteSheets[] = {
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"Comissions/Warrior.png",
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}
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Menu *menu = menu_create();
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"Commissions/Warrior.png",
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"Commissions/Rogue.png"
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};
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char *callbackData[] = {
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"warrior",
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"rogue"
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};
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Menu *menu = menu_create();
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int yoffset = 100;
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for (size_t i = 0; i < 2; ++i) {
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Sprite *s1 = sprite_create();
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sprite_set_texture(s1, texturecache_add(), 0);
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sprite_set_texture(s1, texturecache_add(spriteSheets[i]), 0);
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s1->clip = CLIP16(0, 0);
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s1->dim = DIM(32, 32);
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s1->dim = DIM(64, 64);
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s1->pos = POS((SCREEN_WIDTH + 16)/2, yoffset);
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Sprite *s2 = sprite_create();
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sprite_set_texture(s2, texturecache_add("Commissions/Warrior.png"), 1);
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sprite_set_texture(s2, texturecache_add(spriteSheets[i]), 0);
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s2->clip = CLIP16(0, 48);
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s2->dim = DIM(32, 32);
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s2->dim = DIM(64, 64);
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s2->pos = POS((SCREEN_WIDTH + 16)/2, yoffset);
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MenuItem *item
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menu_item_add(menu, s1, s2, (void (*)(void *)) onCharacterSelect);
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MenuItem *item = linkedlist_get(&menu->items, (Uint32) i);
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item->button->usrdata = callbackData[i];
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yoffset += 100;
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}
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return menu;
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}
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@ -42,7 +42,7 @@ void
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menu_create_text_menu(Menu **menu, TEXT_MENU_ITEM *menu_items, unsigned int size, SDL_Renderer *);
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Menu *
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menu_create_character_selector(void (*onCharacterSelect)(const char **));
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menu_create_character_selector(void (*onCharacterSelect)(const char *));
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void
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menu_update(Menu*, Input*);
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