Fixes: #5 Creates a creditscreen
This commit is contained in:
parent
2a80434547
commit
3f1cdf8a12
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@ -174,6 +174,7 @@ add_executable(breakhack
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src/animation
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src/trap
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src/artifact
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src/screen
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)
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# Sqlite has some warnings that I we don't need to see
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@ -0,0 +1,18 @@
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- Game -
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--------
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Code: Linus Probert
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liquidityc.github.io
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@LiquidityC
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- Graphics -
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------------
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Palette: DawnBringer
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- Music and Sound -
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-------------------
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Music: Eric Matyas
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www.soundimage.org
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Sound: Eric Matyas
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www.soundimage.org
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ArtisticDuded
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opengameart.org/users/artisticdude
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9
TODO.txt
9
TODO.txt
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@ -1,9 +0,0 @@
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o Creat some nice room modifiers
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- Falling floor tiles
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- Credit screen showing music and graphics guys:
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- Music: http://soundimage.org/ (Eric Matyas)
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- SFX (Eric Matyas & https://opengameart.org/users/artisticdude & ZapSplat.com)
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- Graphics: (see README)
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Legend: ( '-' = future) ( 'x' = completed ) ( 'o' = begun )
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@ -21,6 +21,8 @@
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typedef enum GameState_t {
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MENU,
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CREDITS,
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SCORE_SCREEN,
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PLAYING,
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IN_GAME_MENU,
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GAME_OVER,
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@ -513,7 +513,6 @@ gui_log(const char *fmt, ...)
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{
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char buffer[200];
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char *new_message;
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unsigned int i;
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char tstamp[10];
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va_list args;
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@ -531,7 +530,7 @@ gui_log(const char *fmt, ...)
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log_data.count = log_data.len;
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free(log_data.log[0]);
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log_data.log[0] = NULL;
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for (i = 0; i < log_data.count - 1; ++i) {
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for (size_t i = 0; i < log_data.count - 1; ++i) {
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log_data.log[i] = log_data.log[i+1];
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log_data.log[i+1] = NULL;
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}
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@ -81,11 +81,11 @@ pickup_dagger(Item *item, Player *player)
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static Item *
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create_item(const char *path0, const char *path1, SDL_Rect clip, void (*cb)(Item*, Player*))
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{
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Texture *t0 = NULL, *t1 = NULL;
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Item *item;
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item = item_create();
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t0 = texturecache_add(path0);
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Texture *t0 = texturecache_add(path0);
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Texture *t1 = NULL;
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if (path1)
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t1 = texturecache_add(path1);
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53
src/main.c
53
src/main.c
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@ -49,6 +49,7 @@
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#include "settings.h"
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#include "actiontextbuilder.h"
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#include "input.h"
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#include "screen.h"
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typedef enum Turn_t {
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PLAYER,
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@ -63,14 +64,15 @@ static RoomMatrix *gRoomMatrix = NULL;
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static Gui *gGui = NULL;
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static SkillBar *gSkillBar = NULL;
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static Pointer *gPointer = NULL;
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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 Menu *mainMenu = NULL;
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static Menu *inGameMenu = 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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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 GameState gGameState;
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static Camera *gCamera;
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static SDL_Rect gameViewport;
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static SDL_Rect skillBarViewport;
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static SDL_Rect bottomGuiViewport;
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@ -311,11 +313,19 @@ createInGameGameOverMenu(void)
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createMenu(&inGameMenu, menu_items, 3);
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}
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static void
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viewCredits(void *unused)
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{
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UNUSED(unused);
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gGameState = CREDITS;
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}
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static void
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initMainMenu(void)
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{
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struct MENU_ITEM menu_items[] = {
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{ "PLAY", startGame },
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{ "CREDITS", viewCredits },
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{ "QUIT", exitGame },
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};
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@ -324,8 +334,9 @@ initMainMenu(void)
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gMap = map_lua_generator_single_room__run(cLevel, gRenderer);
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createMenu(&mainMenu, menu_items, 2);
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createMenu(&mainMenu, menu_items, 3);
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mixer_play_music(MENU_MUSIC);
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creditsScreen = screen_create_credits(gRenderer);
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}
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static void
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@ -342,10 +353,13 @@ resetGame(void)
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{
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SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
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if (mainMenu) {
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if (mainMenu)
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menu_destroy(mainMenu);
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mainMenu = NULL;
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}
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if (creditsScreen)
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screen_destroy(creditsScreen);
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creditsScreen = NULL;
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if (!inGameMenu)
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initInGameMenu();
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@ -385,25 +399,27 @@ init(void)
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return true;
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}
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static bool
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static void
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handle_main_input(void)
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{
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if (gGameState == PLAYING
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|| gGameState == IN_GAME_MENU
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|| gGameState == GAME_OVER)
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{
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if (input_key_is_pressed(&input, KEY_ESC)) {
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if (input_key_is_pressed(&input, KEY_ESC))
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toggleInGameMenu(NULL);
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return true;
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}
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}
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if (gGameState == CREDITS && input_key_is_pressed(&input, KEY_ESC))
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gGameState = MENU;
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else if (gGameState == MENU && input_key_is_pressed(&input, KEY_ESC))
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gGameState = QUIT;
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if (input_modkey_is_pressed(&input, KEY_CTRL_M)) {
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if (mixer_toggle_music(&gGameState))
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gui_log("Music enabled");
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else
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gui_log("Music disabled");
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return true;
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}
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if (input_modkey_is_pressed(&input, KEY_CTRL_S)) {
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@ -411,10 +427,7 @@ handle_main_input(void)
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gui_log("Sound enabled");
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else
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gui_log("Sound disabled");
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return true;
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}
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return false;
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}
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static bool
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@ -612,7 +625,7 @@ run_menu(void)
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}
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menu_update(mainMenu, &input);
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if (gGameState != MENU)
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if (gGameState != MENU && gGameState != CREDITS)
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return;
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
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@ -623,7 +636,12 @@ run_menu(void)
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roommatrix_render_lightmap(gRoomMatrix, gCamera);
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SDL_RenderSetViewport(gRenderer, NULL);
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if (gGameState == MENU)
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menu_render(mainMenu, gCamera);
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else if (gGameState == CREDITS)
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screen_render(creditsScreen, gCamera);
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pointer_render(gPointer, gCamera);
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SDL_RenderPresent(gRenderer);
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@ -653,6 +671,7 @@ void run(void)
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run_game();
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break;
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case MENU:
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case CREDITS:
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run_menu();
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break;
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case QUIT:
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@ -688,6 +707,8 @@ void close(void)
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map_destroy(gMap);
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if (mainMenu)
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menu_destroy(mainMenu);
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if (creditsScreen)
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screen_destroy(creditsScreen);
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if (inGameMenu)
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menu_destroy(inGameMenu);
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@ -0,0 +1,108 @@
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/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "screen.h"
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#include "util.h"
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static Screen *
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screen_create(void)
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{
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Screen *screen = ec_malloc(sizeof(Screen));
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screen->textures = linkedlist_create();
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screen->sprites = linkedlist_create();
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return screen;
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}
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static Sprite *
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create_text_sprite(const char *msg, int x, int y, SDL_Renderer *renderer)
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{
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Sprite *s = sprite_create();
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sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 14, 1);
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texture_load_from_text(s->textures[0], msg, C_BLUE, C_WHITE, renderer);
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s->pos = (Position) { x, y };
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s->fixed = true;
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s->dim = s->textures[0]->dim;
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return s;
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}
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Screen *
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screen_create_credits(SDL_Renderer *renderer)
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{
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int x = 20;
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int y = 50;
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unsigned int columnOffset = 160;
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Screen *screen = screen_create();
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linkedlist_push(&screen->sprites, create_text_sprite("- Game -", x, y, renderer));
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y += 30;
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linkedlist_push(&screen->sprites, create_text_sprite("Code:", x, y, renderer));
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linkedlist_push(&screen->sprites, create_text_sprite("Linus Probert", x + columnOffset, y, renderer));
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y += 20;
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linkedlist_push(&screen->sprites, create_text_sprite("liquidityc.github.io", x + columnOffset, y, renderer));
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y += 20;
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linkedlist_push(&screen->sprites, create_text_sprite("@LiquidityC", x + columnOffset, y, renderer));
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y += 60;
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linkedlist_push(&screen->sprites, create_text_sprite(" - Graphics -", x, y, renderer));
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y += 30;
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linkedlist_push(&screen->sprites, create_text_sprite("Palette:", x, y, renderer));
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linkedlist_push(&screen->sprites, create_text_sprite("DawnBringer", x + columnOffset, y, renderer));
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y += 60;
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linkedlist_push(&screen->sprites, create_text_sprite(" - Music and Sound -", x, y, renderer));
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y += 30;
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linkedlist_push(&screen->sprites, create_text_sprite("Music:", x, y, renderer));
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linkedlist_push(&screen->sprites, create_text_sprite("Eric Matyas", x + columnOffset, y, renderer));
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y += 20;
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linkedlist_push(&screen->sprites, create_text_sprite("www.soundimage.org", x + columnOffset, y, renderer));
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y += 30;
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linkedlist_push(&screen->sprites, create_text_sprite("Sound:", x, y, renderer));
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linkedlist_push(&screen->sprites, create_text_sprite("Eric Matyas", x + columnOffset, y, renderer));
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y += 20;
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linkedlist_push(&screen->sprites, create_text_sprite("www.soundimage.org", x + columnOffset, y, renderer));
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y += 30;
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linkedlist_push(&screen->sprites, create_text_sprite("ArtisticDuded", x + columnOffset, y, renderer));
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y += 20;
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linkedlist_push(&screen->sprites, create_text_sprite("opengameart.org/users/artisticdude", x + columnOffset, y, renderer));
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return screen;
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}
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void
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screen_render(Screen *screen, Camera *cam)
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{
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LinkedList *textures = screen->textures;
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while (textures) {
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texture_render(textures->data, NULL, cam);
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textures = textures->next;
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}
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LinkedList *sprites = screen->sprites;
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while (sprites) {
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sprite_render(sprites->data, cam);
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sprites = sprites->next;
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}
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}
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void
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screen_destroy(Screen *screen)
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{
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while (screen->textures)
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texture_destroy(linkedlist_pop(&screen->textures));
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while (screen->sprites)
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sprite_destroy(linkedlist_pop(&screen->sprites));
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free(screen);
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}
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@ -0,0 +1,37 @@
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/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "texture.h"
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#include "linkedlist.h"
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#include "sprite.h"
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#include "camera.h"
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typedef struct Screen {
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LinkedList *sprites;
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LinkedList *textures;
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} Screen;
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Screen *
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screen_create_credits(SDL_Renderer*);
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void
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screen_render(Screen *screen, Camera *cam);
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void
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screen_destroy(Screen *screen);
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