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#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include "sprite.h"
#include "Input/inputHandler.h"
#include "raymath.h"
#include "List/list.h"
#include "IsometricMap/isometricMap.h"
#include "game.h"
#include "DepthSorting/bucket.h"
#include "DepthSorting/mergeSort.h"
#include "Ui/screenIDs.h"
#include "Ui/buttons.h"
int main(){
InitWindow(1600, 900, "basic window");
Game *game = GameInit();
// Hides the operating systems own cursor
HideCursor();
SetTargetFPS(60);
return uitest(game);
// GAME MAIN ROUTINE
while(!WindowShouldClose()){
ListActAllSprites(game);
ClearBackground(RAYWHITE);
BeginDrawing();
BeginMode2D(*(game->camera));
//IsometricRendererRenderIsometricMap(game);
//ListDrawAllSprites(game->sprites, game->layers, game->camera);
IsometricMapDraw(game);
EndMode2D();
// Moving cursor Sprite to Mouse Pos and drawing it
game->cursorSprite->x = game->inputHandler->cursorPos.x;
game->cursorSprite->y = game->inputHandler->cursorPos.y;
DrawSpriteToScreen(game->cursorSprite);
// User Input Handling
mouseInput(game);
keyboardInput(game->inputHandler, game->camera);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
}
CloseWindow();
return 0;
}
int uitest(Game * game){
Texture2D button = LoadTexture("assets/button.png");
Texture2D buttonHovered = LoadTexture("assets/button_hovered.png");
Texture2D buttonPressed = LoadTexture("assets/button_pressed.png");
Button continuebutton;
continuebutton.id = 0;
continuebutton.position = (Vector2){GetScreenWidth()/2, GetScreenHeight()/2};
continuebutton.state = 0;
continuebutton.textures[0] = &button;
continuebutton.textures[1] = &buttonHovered;
continuebutton.textures[2] = &buttonPressed;
while(!WindowShouldClose()){
// Moving cursor Sprite to Mouse Pos
game->cursorSprite->x = GetMousePosition().x;
game->cursorSprite->y = GetMousePosition().y;
switch(game->screen){
case SCREEN_EXIT:
return 0;
case SCREEN_MAINMENU:
printf("MAINMENU \n");
return 0;
case SCREEN_OPTIONS:
printf("OPTIONS \n");
return 0;
case SCREEN_GAME:
ListActAllSprites(game);
ClearBackground(RAYWHITE);
BeginDrawing();
BeginMode2D(*(game->camera));
//IsometricRendererRenderIsometricMap(game);
//ListDrawAllSprites(game->sprites, game->layers, game->camera);
IsometricMapDraw(game);
EndMode2D();
DrawSpriteToScreen(game->cursorSprite);
// User Input Handling
mouseInput(game);
keyboardInput(game->inputHandler, game->camera);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
if(IsKeyPressed(KEY_P)){
game->screen = SCREEN_PAUSE;
}
break;
case SCREEN_PAUSE:
ClearBackground(RAYWHITE);
BeginDrawing();
BeginMode2D(*(game->camera));
IsometricMapDraw(game);
EndMode2D();
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), (Color){0, 0, 0, 150});
int textWidthHalf = MeasureText("Paused", 28) / 2;
DrawText("Paused", GetScreenWidth()/2 - textWidthHalf, GetScreenHeight()/2 - 14, 28, WHITE);
printf("Vorher \n");
drawButton(&continuebutton);
printf("Nachher \n");
if(continuebutton.state == 2){
executeButton(&continuebutton, game);
}
DrawSpriteToScreen(game->cursorSprite);
DrawFPS(GetScreenWidth() - 95, 10);
EndDrawing();
if(IsKeyPressed(KEY_P)){
game->screen = SCREEN_GAME;
}
break;
default:
printf("\n\n\n\n\n\n Wir haben ein problematisches Problem! Die Screen-ID [%d] ist nicht definiert. Hmmpf... früher bescheid wisse!\n\n\n\n\n\n", game->screen);
return 1;
break;
}
}
CloseWindow();
return 0;
}