package main import rl "vendor:raylib" import "core:math/ease" import "core:fmt" GameOver :: struct { using state: GameState, position: vec2, size: vec2, ready_to_go: bool, } gameover_init :: proc(prev: ^GameState = nil) -> ^GameState { state := new(GameOver) state.variant = state state.position = vec2{WSize.x / 2, WSize.y + 300} state.size = {700, 500} state.update = gameover_update state.draw = gameover_draw state.free = gameover_free state.previous = prev tween_to(&state.position.y, WSize.y / 2, 1, ease.Ease.Back_Out, state, gameover_ready) return state } gameover_update :: proc(state: ^GameState, delta: f32) { gameover := transmute(^GameOver)state if gameover.ready_to_go { if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) { gameover.ready_to_go = false rl.StopMusicStream(current_music) tween_to(&Overlay_Opacity, 1.0, 0.5, ease.Ease.Cubic_Out, state, proc(data: rawptr) { state := transmute(^GameState)data stack_pop() game := transmute(^Game)state.previous game_setup(game) menu := menu_init(game) stack_push(menu) free(state) tween_to(&Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out) }) } } } gameover_draw :: proc(state: ^GameState) { gameover := transmute(^GameOver)state if state.previous != nil { state.previous->draw() } TitleFontSize :: 96 TitleSpacing :: 3 TitleText :: "GAME OVER" TitleSize := rl.MeasureTextEx(Res.Fonts.Title, TitleText, TitleFontSize, TitleSpacing) SubtitleText := [?]cstring{"Нажмите Escape чтобы выйти"} SubtitleFontSize :: 48 // rl.DrawRectangleV(gameover.position - gameover.size / 2, gameover.size, rl.Color{90, 30, 150, 10}) draw_text_centered(Res.Fonts.Title, TitleText, gameover.position - {0, 100}, TitleFontSize, 1, rl.WHITE) for c, i in SubtitleText { draw_text_centered(Res.Fonts.UI, c, gameover.position - {0, f32(10 - i * 50)}, SubtitleFontSize, 1, rl.WHITE) // rl.DrawTextPro(Res.Fonts.UI, c, winning.position - {0, f32(10 - i * 50)}, SubtitleSizes[i] / 2, 0, SubtitleFontSize, SubtitleSpacing, rl.WHITE) } } gameover_free :: proc(state: ^GameState) { // free(state) } gameover_ready :: proc(state: rawptr) { gameover := transmute(^GameOver)state gameover.ready_to_go = true }