mirror of
https://github.com/Kaehvaman/OAIP.git
synced 2025-01-31 09:28:24 +04:00
672 lines
17 KiB
C
672 lines
17 KiB
C
#define _CRT_SECURE_NO_WARNINGS
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#include <stdio.h>
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#include <stdlib.h>
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#include <iso646.h>
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#include "raylib.h"
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#include "raymath.h"
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#include "resource_dir.h"
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#include "windows_functions.h"
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#define RAYGUI_IMPLEMENTATION
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//#define RAYGUI_PANEL_BORDER_WIDTH 2
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#define RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT 32
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#define RAYGUI_MESSAGEBOX_BUTTON_HEIGHT 36
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#include "raygui.h"
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#define RAYLIB_NUKLEAR_IMPLEMENTATION
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#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
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#pragma warning(disable: 4116)
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#include "raylib-nuklear.h"
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#define M 10
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#define N 15
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#define HEIGHT 50
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#define WIDTH 50
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#define VOFFSET 50
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#define FWIDTH (float)WIDTH
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#define FHEIGHT (float)HEIGHT
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#define PUREBLUE (Color) { 0, 0, 255, 255 }
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#define BLACKGRAY (Color) {30, 30, 30, 255}
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#define VSGRAY (Color) {78, 201, 176, 255}
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// Коды ячеек:
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// 0 - свободна
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// 1 -
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// 2 - препятствие
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// 3 - золото
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int map[M][N] = {
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
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{0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 3, 3, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 3, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 2, 0, 0, 2, 0},
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{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0},
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{0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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};
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int player_x = 1;
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int player_y = 1;
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bool player_turn = true;
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int enemy_x = 14;
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int enemy_y = 1;
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int target_gold_x = 0;
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int target_gold_y = 0;
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int min_dist_to_gold = INT_MAX;
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int enemy_gold = 0;
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typedef enum { empty = 0, wall = 2, gold = 3 } obj_enum;
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// TODO: do something with "empty" object
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#define INVENTORY_SIZE 4
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int inventory[INVENTORY_SIZE] = { 0, 0, 15, 0 };
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obj_enum selected_element = gold;
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typedef enum { left, right, up, down } enum_ways;
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void movePlayer(enum_ways move) {
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switch (move) {
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case left:
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if ((player_x > 0) and map[player_y][player_x - 1] != wall) player_x -= 1;
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break;
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case right:
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if ((player_x < N - 1) and map[player_y][player_x + 1] != wall) player_x += 1;
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break;
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case up:
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if ((player_y > 0) and map[player_y - 1][player_x] != wall) player_y -= 1;
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break;
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case down:
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if ((player_y < M - 1) and map[player_y + 1][player_x] != wall) player_y += 1;
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break;
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}
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if (map[player_y][player_x] == gold) {
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map[player_y][player_x] = empty;
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inventory[gold]++;
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}
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}
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void moveEnemy() {
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int dx = target_gold_x - enemy_x;
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int dy = target_gold_y - enemy_y;
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enum_ways move = -1;
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if (dx) {
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if (dx > 0) {
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move = right;
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}
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else if (dx < 0) {
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move = left;
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}
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}
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else {
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if (dy > 0) {
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move = down;
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}
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else if (dy < 0) {
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move = up;
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}
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}
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switch (move) {
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case left:
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if ((enemy_x > 0) and map[enemy_y][enemy_x - 1] != wall) enemy_x -= 1;
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break;
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case right:
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if ((enemy_x < N - 1) and map[enemy_y][enemy_x + 1] != wall) enemy_x += 1;
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break;
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case up:
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if ((enemy_y > 0) and map[enemy_y - 1][enemy_x] != wall) enemy_y -= 1;
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break;
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case down:
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if ((enemy_y < M - 1) and map[enemy_y + 1][enemy_x] != wall) enemy_y += 1;
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break;
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}
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if (map[enemy_y][enemy_x] == gold) {
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map[enemy_y][enemy_x] = empty;
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enemy_gold++;
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min_dist_to_gold = INT_MAX;
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}
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}
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void putElement(enum_ways way, obj_enum element) {
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if (element != empty && inventory[element] == 0) return;
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switch (way) {
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case left:
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if ((player_x > 0) and map[player_y][player_x - 1] == 0) {
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map[player_y][player_x - 1] = element;
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inventory[element]--;
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}
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break;
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case right:
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if ((player_x < N - 1) and map[player_y][player_x + 1] == 0) {
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map[player_y][player_x + 1] = element;
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inventory[element]--;
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}
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break;
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case up:
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if ((player_y > 0) and map[player_y - 1][player_x] == 0) {
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map[player_y - 1][player_x] = element;
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inventory[element]--;
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}
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break;
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case down:
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if ((player_y < M - 1) and map[player_y + 1][player_x] == 0) {
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map[player_y + 1][player_x] = element;
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inventory[element]--;
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}
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break;
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}
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}
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void deathbeam(enum_ways way) {
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for (int i = player_x + 1; i < N; i++) {
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if (map[player_y][i] != empty) inventory[map[player_y][i]] += 1;
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map[player_y][i] = 0;
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}
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}
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void stomp(int r) {
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for (int i = 0; i < M; i++) {
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for (int j = 0; j < N; j++) {
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if ((player_y - r <= i) && (i <= player_y + r) && (player_x - r <= j) && (j <= player_x + r) && map[i][j] == wall) {
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inventory[wall] += 1;
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map[i][j] = empty;
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}
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}
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}
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}
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void midasHand(int m, int n) {
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if (map[m][n] == wall) {
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map[m][n] = gold;
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if (m > 0) midasHand(m - 1, n);
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if (n > 0) midasHand(m, n - 1);
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if (m < M - 1) midasHand(m + 1, n);
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if (n < N - 1) midasHand(m, n + 1);
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}
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}
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void doMidashand() {
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if ((player_y < M - 1) and map[player_y + 1][player_x] == wall) midasHand(player_y + 1, player_x);
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if ((player_x < N - 1) and map[player_y][player_x + 1] == wall) midasHand(player_y, player_x + 1);
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if ((player_y > 0) and map[player_y - 1][player_x] == wall) midasHand(player_y - 1, player_x);
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if ((player_x > 0) and map[player_y][player_x - 1] == wall) midasHand(player_y, player_x - 1);
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}
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bool netToggle = false;
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void drawNet() {
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for (int i = 0; i <= N * WIDTH; i += WIDTH) {
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DrawLine(i, 0, i, M * HEIGHT, BLACK);
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}
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for (int i = 0; i <= M * HEIGHT; i += HEIGHT) {
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DrawLine(0, i, N * WIDTH, i, BLACK);
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}
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}
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void drawMap() {
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// Коды ячеек:
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// 0 - свободна
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// 1 -
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// 2 - препятствие
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// 3 - золото
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Color colors[4] = { LIGHTGRAY, PUREBLUE, BLACK, YELLOW };
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for (int i = 0; i < M; i++) {
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for (int j = 0; j < N; j++) {
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int x1 = j * WIDTH;
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int y1 = i * HEIGHT;
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int dist = abs(j - enemy_x) + abs(i - enemy_y);
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if (map[i][j] == gold and dist < min_dist_to_gold) {
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min_dist_to_gold = dist;
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target_gold_x = j;
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target_gold_y = i;
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}
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DrawRectangle(x1, y1, WIDTH, HEIGHT, colors[map[i][j]]);
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}
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}
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if (map[target_gold_y][target_gold_x] != gold) {
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min_dist_to_gold = INT_MAX;
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}
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DrawRectangle(target_gold_x * WIDTH, target_gold_y * HEIGHT, WIDTH, HEIGHT, ORANGE);
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}
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void drawPlayer() {
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int x1 = player_x * WIDTH;
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int y1 = player_y * HEIGHT;;
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DrawRectangle(x1, y1, WIDTH, HEIGHT, PUREBLUE);
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}
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void drawEnemy(Font font) {
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int x1 = enemy_x * WIDTH;
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int y1 = enemy_y * HEIGHT;;
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DrawRectangle(x1, y1, WIDTH, HEIGHT, RED);
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DrawTextEx(font, TextFormat("%d", enemy_gold), (Vector2) { (float)x1, (float)y1 }, 24, 0, BLACK);
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}
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void drawBottomBar(Font font, float fontSize) {
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DrawRectangle(0, HEIGHT * M, WIDTH * N, VOFFSET, BLACKGRAY);
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static char gold_string[50];
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static char wall_string[50];
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static char help_string[] = "wasd - move player G - change item F5 - save\narrows - place item M - Midas hand F9 - load";
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sprintf(gold_string, " gold = %d", inventory[gold]);
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sprintf(wall_string, " wall = %d", inventory[wall]);
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if (selected_element == gold) gold_string[0] = '>';
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else if (selected_element == wall) wall_string[0] = '>';
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Vector2 goldpos = { WIDTH / 4, HEIGHT * M };
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Vector2 wallpos = { WIDTH / 4, HEIGHT * M + fontSize };
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Vector2 helppos = { WIDTH * N - 550 , HEIGHT * M };
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DrawTextEx(font, gold_string, goldpos, fontSize, 0, VSGRAY);
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DrawTextEx(font, wall_string, wallpos, fontSize, 0, VSGRAY);
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DrawTextEx(font, help_string, helppos, fontSize, 0, VSGRAY);
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}
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void save() {
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FILE* fout = fopen("savefile.txt", "w");
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if (fout == NULL) {
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printf("save error");
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return;
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}
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fprintf(fout, "%d %d\n", M, N);
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for (int i = 0; i < M; i++) {
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for (int j = 0; j < N; j++) {
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fprintf(fout, "%d ", map[i][j]);
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}
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fprintf(fout, "\n");
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}
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for (int i = 0; i < INVENTORY_SIZE; i++) {
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fprintf(fout, "%d ", inventory[i]);
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}
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fprintf(fout, "\n");
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fprintf(fout, "%d %d %d\n", player_x, player_y, selected_element);
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fclose(fout);
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}
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typedef enum { OK = 0, saveError, loadError1, loadError2 } ErrorCodes;
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ErrorCodes errorCode = OK;
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void load() {
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FILE* fin = fopen("savefile.txt", "r");
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if (fin == NULL) {
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printf("1) load error\n");
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/*MessageBoxA(
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GetActiveWindow(),
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"Файл не найден\nПопробуйте сначала сохранить игру",
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"Ошибка загрузки",
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MB_ICONERROR
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);*/
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errorCode = loadError1;
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return;
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}
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int m, n;
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fscanf_s(fin, "%d%d", &m, &n);
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if (m != M || n != N) {
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printf("2) load error\n");
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/*MessageBoxW(
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NULL,
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L"Неправильный размер карты!\nПроверьте целостность сохранения",
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L"Ошибка загрузки",
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MB_ICONERROR
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);*/
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errorCode = loadError2;
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return;
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}
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for (int i = 0; i < m; i++) {
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for (int j = 0; j < n; j++) {
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fscanf_s(fin, "%d", &map[i][j]);
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}
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}
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for (int i = 0; i < INVENTORY_SIZE; i++) {
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fscanf_s(fin, "%d", &inventory[i]);
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}
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fscanf_s(fin, "%d%d%d", &player_x, &player_y, &selected_element);
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fclose(fin);
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}
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bool editMap = 0;
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void handleKeys() {
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/*if (IsKeyPressedRepeat(KEY_W)) movePlayer(up);
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if (IsKeyPressedRepeat(KEY_S)) movePlayer(down);
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if (IsKeyPressedRepeat(KEY_D)) movePlayer(right);
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if (IsKeyPressedRepeat(KEY_A)) movePlayer(left);*/
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int key;
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while (key = GetKeyPressed()) {
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if (not editMap) {
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switch (key)
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{
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case KEY_W:
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movePlayer(up);
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break;
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case KEY_S:
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movePlayer(down);
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break;
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case KEY_D:
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movePlayer(right);
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break;
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case KEY_A:
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movePlayer(left);
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break;
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case KEY_ONE:
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stomp(1);
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break;
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case KEY_TWO:
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stomp(2);
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break;
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case KEY_Z:
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deathbeam(right);
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break;
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case KEY_M:
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doMidashand();
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break;
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case KEY_LEFT:
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putElement(left, selected_element);
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break;
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case KEY_RIGHT:
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putElement(right, selected_element);
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break;
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case KEY_UP:
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putElement(up, selected_element);
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break;
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case KEY_DOWN:
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putElement(down, selected_element);
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break;
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}
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}
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switch (key)
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{
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case KEY_F5:
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save();
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break;
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case KEY_F9:
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load();
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break;
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case KEY_SPACE:
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netToggle = !netToggle;
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break;
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case KEY_ENTER:
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editMap = !editMap;
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break;
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case KEY_G:
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if (selected_element == gold) selected_element = wall;
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else selected_element = gold;
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break;
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default:
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player_turn = false;
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}
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}
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}
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void drawRayguiErrorBoxes() {
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const Rectangle errorBoxRect = { N * WIDTH / 2 - 200, M * HEIGHT / 2 - 75, 400, 150 };
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int btn = -1;
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switch (errorCode)
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{
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case OK:
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break;
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case saveError:
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btn = GuiMessageBox(errorBoxRect,
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u8"Ошибка сохранения",
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u8"Невозможно создать файл",
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u8"Ок;Выйти");
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break;
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case loadError1:
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btn = GuiMessageBox(errorBoxRect,
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u8"Ошибка загрузки",
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u8"Файл не найден\nПопробуйте сначала сохранить игру",
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u8"Игнорировать;Выйти из игры");
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break;
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case loadError2:
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btn = GuiMessageBox(errorBoxRect,
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u8"Ошибка загрузки",
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u8"Неправильный размер карты!\nПроверьте целостность сохранения",
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u8"Игнорировать;Выйти из игры");
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break;
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}
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switch (btn)
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{
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case 0:
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errorCode = OK;
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break;
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case 1:
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errorCode = OK;
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break;
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case 2:
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exit(0);
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break;
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}
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}
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int nk_error_box(struct nk_context* ctx, const char* title, const char* error, const char* description)
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{
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int result = -1;
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if (nk_begin(ctx, title,
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nk_rect(N * WIDTH / 2 - 200, M * HEIGHT / 2 - 72, 400, 144),
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NK_WINDOW_TITLE | NK_WINDOW_BORDER | NK_WINDOW_NO_SCROLLBAR))
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{
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nk_layout_row_dynamic(ctx, 24, 1);
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nk_label(ctx, error, NK_TEXT_CENTERED);
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nk_layout_row_dynamic(ctx, 24, 1);
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nk_label(ctx, description, NK_TEXT_CENTERED);
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nk_layout_row_dynamic(ctx, 36, 2);
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if (nk_button_label(ctx, u8"Игнорировать")) {
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result = 1;
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}
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if (nk_button_label(ctx, u8"Выйти из игры")) {
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result = 2;
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}
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}
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else {
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result = 0;
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}
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return result;
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}
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void callNKErrorBoxes(struct nk_context* ctx) {
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int btn = -1;
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switch (errorCode)
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{
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case OK:
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break;
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case saveError:
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btn = nk_error_box(ctx,
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u8"Ошибка сохранения",
|
||
u8"Невозможно создать файл",
|
||
u8"Проверьте целостность сохранения");
|
||
break;
|
||
case loadError1:
|
||
btn = nk_error_box(ctx,
|
||
u8"Ошибка загрузки",
|
||
u8"Файл не найден",
|
||
u8"Проверьте целостность сохранения");
|
||
break;
|
||
case loadError2:
|
||
btn = nk_error_box(ctx,
|
||
u8"Ошибка загрузки",
|
||
u8"Неправильный размер карты!",
|
||
u8"Проверьте целостность сохранения");
|
||
break;
|
||
}
|
||
|
||
switch (btn)
|
||
{
|
||
case 0:
|
||
errorCode = OK;
|
||
break;
|
||
case 1:
|
||
errorCode = OK;
|
||
break;
|
||
case 2:
|
||
exit(0);
|
||
break;
|
||
}
|
||
}
|
||
|
||
#define CPSIZE 213
|
||
int main()
|
||
{
|
||
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
|
||
//SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||
|
||
InitWindow(N * WIDTH, M * HEIGHT + VOFFSET, "lab16 with raylib");
|
||
|
||
SetTargetFPS(60);
|
||
|
||
SearchAndSetResourceDir("resources");
|
||
|
||
int codepoints[CPSIZE] = { 0 };
|
||
for (int i = 0; i < 127 - 32; i++) codepoints[i] = 32 + i; // Basic ASCII characters
|
||
for (int i = 0; i < 118; i++) codepoints[95 + i] = 1024 + i; // Cyrillic characters
|
||
|
||
//Font InconsolataRegular = LoadFontEx("Inconsolata-Regular.ttf", 24, NULL, 0);
|
||
//Font InconsolataSemiBold = LoadFontEx("Inconsolata-SemiBold.ttf", 48, codepoints, 512);
|
||
Font InconsolataBold = LoadFontEx("Inconsolata-LGC-Bold.ttf", 36, codepoints, CPSIZE);
|
||
SetTextureFilter(InconsolataBold.texture, TEXTURE_FILTER_BILINEAR);
|
||
//Font Arial = LoadFontEx("arial.ttf", 36, codepoints, CPSIZE);
|
||
//SetTextureFilter(Arial.texture, TEXTURE_FILTER_BILINEAR);
|
||
|
||
GuiSetFont(InconsolataBold);
|
||
GuiSetStyle(DEFAULT, TEXT_SIZE, 24);
|
||
GuiSetStyle(DEFAULT, TEXT_SPACING, 0);
|
||
GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, 24);
|
||
GuiSetStyle(STATUSBAR, BORDER_WIDTH, 2);
|
||
|
||
// Create the Nuklear Context
|
||
struct nk_context* ctx = InitNuklearEx(InconsolataBold, 24);
|
||
|
||
Vector2 mousePos = { 0 };
|
||
int mouseCellX = 0;
|
||
int mouseCellY = 0;
|
||
|
||
// game loop
|
||
while (!WindowShouldClose()) // run the loop untill the user presses ESCAPE or presses the Close button on the window
|
||
{
|
||
//------------------------------------------------------------------
|
||
// Update game logic
|
||
//------------------------------------------------------------------
|
||
if (errorCode == OK)
|
||
{
|
||
if (player_turn) {
|
||
handleKeys();
|
||
}
|
||
else {
|
||
player_turn = true;
|
||
moveEnemy();
|
||
}
|
||
|
||
if (editMap) {
|
||
mousePos = GetMousePosition();
|
||
mouseCellX = (int)(Clamp(mousePos.x, 0, FWIDTH * N - 1) / WIDTH);
|
||
mouseCellY = (int)(Clamp(mousePos.y, 0, FHEIGHT * M - 1) / HEIGHT);
|
||
|
||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) and not(mouseCellX == player_x and mouseCellY == player_y)) {
|
||
map[mouseCellY][mouseCellX] = selected_element;
|
||
}
|
||
else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) {
|
||
map[mouseCellY][mouseCellX] = empty;
|
||
}
|
||
|
||
}
|
||
}
|
||
else {
|
||
//------------------------------------------------------------------
|
||
// Update Nuklear context
|
||
//------------------------------------------------------------------
|
||
UpdateNuklear(ctx);
|
||
|
||
callNKErrorBoxes(ctx);
|
||
|
||
nk_end(ctx);
|
||
}
|
||
|
||
//------------------------------------------------------------------
|
||
// Draw
|
||
//------------------------------------------------------------------
|
||
BeginDrawing();
|
||
// Setup the back buffer for drawing (clear color and depth buffers)
|
||
ClearBackground(WHITE);
|
||
|
||
drawMap();
|
||
drawPlayer();
|
||
drawEnemy(InconsolataBold);
|
||
drawBottomBar(InconsolataBold, 24);
|
||
|
||
const Rectangle RoundRect = { 100, 250, 185, 36 };
|
||
//DrawRectangleRoundedLinesEx(RoundRect, 0.3f, 20, 1, BLACK);
|
||
|
||
if (editMap) {
|
||
Rectangle rec = {
|
||
mouseCellX * FWIDTH,
|
||
mouseCellY * FHEIGHT,
|
||
FWIDTH, FHEIGHT
|
||
};
|
||
|
||
Color color = { 0, 0, 0, 255 };
|
||
if (mouseCellX == player_x and mouseCellY == player_y) {
|
||
color.r = 255;
|
||
}
|
||
else {
|
||
color.g = 255;
|
||
}
|
||
|
||
DrawRectangleLinesEx(rec, 2, color);
|
||
}
|
||
|
||
if (netToggle) {
|
||
drawNet();
|
||
}
|
||
|
||
if (errorCode > OK) {
|
||
// Render the Nuklear GUI
|
||
DrawNuklear(ctx);
|
||
|
||
//drawRayguiErrorBoxes();
|
||
}
|
||
|
||
//DrawTextEx(InconsolataBold, u8"Файл не найден\nПопробуйте сначала сохранить игру", (Vector2) { 100, 100 }, 24, 0, BLACK);
|
||
|
||
// show mouse position
|
||
//DrawText(TextFormat("%.1f %.1f", mousePos.x, mousePos.y), 5, M * HEIGHT - 30, 30, ORANGE);
|
||
|
||
// show FPS and frametime
|
||
//DrawText(TextFormat("%2d FPS", GetFPS()), 0, 0, 34, ORANGE);
|
||
//DrawText(TextFormat("%4f ms", GetFrameTime()), 0, 34, 34, BEIGE);
|
||
|
||
// end the frame and get ready for the next one (display frame, poll input, etc...)
|
||
EndDrawing();
|
||
}
|
||
|
||
//UnloadFont(InconsolataRegular);
|
||
UnloadFont(InconsolataBold);
|
||
//UnloadFont(Arial);
|
||
//UnloadFont(InconsolataBold);
|
||
|
||
// De-initialize the Nuklear GUI
|
||
UnloadNuklear(ctx);
|
||
|
||
// destroy the window and cleanup the OpenGL context
|
||
CloseWindow();
|
||
return 0;
|
||
} |