townengine/apps/platformer/scenes/title.c

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#include "title.h"
#include "ingame.h"
#include "../world.h"
#include "../player.h"
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#include "twn_game_api.h"
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#include <SDL2/SDL.h>
#include <stdio.h>
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static void title_tick(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
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(void)scn;
if (input_is_action_just_pressed("ui_accept")) {
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switch_to(state, ingame_scene);
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return;
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}
m_sprite("/assets/title.png", ((Rect) {
((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 }));
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
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char *text_str = cmalloc(text_str_len);
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snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
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const char *font = "fonts/kenney-pixel.ttf";
int text_h = 32;
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int text_w = draw_text_width(text_str, text_h, font);
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draw_rectangle(
(Rect) {
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.x = 0,
.y = 0,
.w = (float)text_w,
.h = (float)text_h,
},
(Color) { 0, 0, 0, 255 }
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);
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draw_text(
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text_str,
(Vec2){ 0, 0 },
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text_h,
(Color) { 255, 255, 255, 255 },
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font
);
free(text_str);
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}
static void title_end(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
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player_destroy(scn->player);
world_destroy(scn->world);
free(state->scene);
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}
Scene *title_scene(State *state) {
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(void)state;
SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = title_tick;
new_scene->base.end = title_end;
new_scene->world = world_create();
new_scene->player = player_create(new_scene->world);
return (Scene *)new_scene;
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}