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