117 lines
2.4 KiB
Odin
117 lines
2.4 KiB
Odin
package main
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import "core:fmt"
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import "core:math/ease"
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import "ntween"
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import rl "vendor:raylib"
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GameOver :: struct {
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using state: GameState,
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position: vec2,
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size: vec2,
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ready_to_go: bool,
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}
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gameover_init :: proc(prev: ^GameState = nil) -> ^GameState {
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state := new(GameOver)
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state.variant = state
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state.position = vec2{WSize.x / 2, WSize.y + 300}
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state.size = {700, 500}
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state.update = gameover_update
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state.draw = gameover_draw
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state.free = gameover_free
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state.previous = prev
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ntween.animate(
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&vec2_tweens,
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&state.position,
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WSize / 2,
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1,
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ease.Ease.Back_Out,
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state,
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gameover_ready,
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)
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return state
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}
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gameover_update :: proc(state: ^GameState, delta: f32) {
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gameover := transmute(^GameOver)state
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if gameover.ready_to_go {
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if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) {
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gameover.ready_to_go = false
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rl.StopMusicStream(current_music)
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ntween.animate(
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&f32_tweens,
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&Overlay_Opacity,
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1.0,
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0.5,
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ease.Ease.Cubic_Out,
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state,
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proc(data: rawptr) {
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state := transmute(^GameState)data
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stack_pop()
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game := transmute(^Game)state.previous
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game_setup(game)
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menu := menu_init(game)
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stack_push(menu)
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free(state)
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ntween.animate(&f32_tweens, &Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
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},
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)
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}
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}
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}
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gameover_draw :: proc(state: ^GameState) {
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gameover := transmute(^GameOver)state
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if state.previous != nil {
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state.previous->draw()
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}
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TitleFontSize :: 96
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TitleSpacing :: 3
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TitleText :: "GAME OVER"
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TitleSize := rl.MeasureTextEx(Res.Fonts.Title, TitleText, TitleFontSize, TitleSpacing)
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SubtitleText := [?]cstring{"Нажмите Escape чтобы выйти"}
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SubtitleFontSize :: 48
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// rl.DrawRectangleV(gameover.position - gameover.size / 2, gameover.size, rl.Color{90, 30, 150, 10})
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draw_text_centered(
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Res.Fonts.Title,
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TitleText,
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gameover.position - {0, 100},
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TitleFontSize,
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1,
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rl.WHITE,
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)
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for c, i in SubtitleText {
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draw_text_centered(
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Res.Fonts.UI,
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c,
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gameover.position - {0, f32(10 - i * 50)},
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SubtitleFontSize,
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1,
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rl.WHITE,
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)
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// rl.DrawTextPro(Res.Fonts.UI, c, winning.position - {0, f32(10 - i * 50)}, SubtitleSizes[i] / 2, 0, SubtitleFontSize, SubtitleSpacing, rl.WHITE)
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}
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}
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gameover_free :: proc(state: ^GameState) {
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// free(state)
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}
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gameover_ready :: proc(state: rawptr) {
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gameover := transmute(^GameOver)state
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gameover.ready_to_go = true
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}
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