#include #include #include #include #include #include #include #include "types.h" #include "game.h" #include "draw.h" #define TEX_N 9 char *tex_files[TEX_N] = { "assets/blobbleu1.png", "assets/blobbleu2.png", "assets/blobbleu3.png", "assets/blobrouge1.png", "assets/blobrouge2.png", "assets/blobrouge3.png", "assets/blobvert1.png", "assets/blobvert2.png", "assets/blobvert3.png" }; Texture2D tex_index[TEX_N]; int init_draw(){ InitWindow(1280, 720, "Mineur Tycoon"); SetTargetFPS(60); for(int i = 0; i < TEX_N; i++){ tex_index[i] = LoadTexture(tex_files[i]); } return 0; } void draw_workers(Game *game){ Workers *workers = &game->workers; for(int i = 0; i < workers->worker_n; i++){ Worker *worker = &workers->worker_stack[i]; V2d pos = worker->pos; if(worker->ai.status == S_Operating){ pos = Vector2Add(pos, machine_dict[worker->ai.mtype].offsets[worker->assign_n]); } //DrawRectangleV(pos, (V2d){.x=32,.y=32}, WHITE); DrawTextureV(tex_index[0], pos, WHITE); } } void draw_machines(Game *game){ Machines *machines = &game->machines; for(int i = 0; i < machines->machine_n; i++){ Machine *machine = &machines->machine_stack[i]; float active_per = Remap((float)machine->active,0,255,0.2,1); DrawRectangleV(machine->pos, (V2d){.x=64,.y=64}, Fade(BLUE,active_per)); } } void draw(Game *game){ draw_machines(game); draw_workers(game); DrawFPS(0,0); }