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https://github.com/jonthysell/MacLO.git
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eab519a40d
I've imported some of the "character" images from ArduLO, converted to GIFs because they're easier to work with. They've been imported into a new Bitmaps structure so they only need to be loaded once at app start. I've also cleaned up some of the drawing code, and created a series of helpers for dividing Rects into a 3x3 grid, to make it easier to define the layout. I've also stubbed out "theme-support". :)
50 lines
1.2 KiB
C
50 lines
1.2 KiB
C
// Copyright (c) Jon Thysell <http://jonthysell.com>
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// Licensed under the MIT License.
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#include "LevelEndScene.h"
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void LevelEndScene_Init(GameWindow *pGameWindow)
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{
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}
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void LevelEndScene_Draw(const GameWindow *pGameWindow, bool fullRefresh)
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{
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Str255 halfStarsStr;
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// TODO: Proper level end
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if (fullRefresh)
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{
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}
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MoveTo(100, 100);
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DrawString("\pLevel complete! Click to continue.");
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MoveTo(100, 125);
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DrawString("\pReceived ");
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NumToString((int32_t)GameEngine_GetHalfStars(&(pGameWindow->Engine)), &halfStarsStr);
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DrawString(halfStarsStr);
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DrawString("\p/6 half-stars.");
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MoveTo(100, 200);
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DrawString("\pRetry level.");
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MoveTo(350, 200);
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DrawString("\pNext level.");
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}
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void LevelEndScene_Click(GameWindow *pGameWindow, const Point *pPosition)
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{
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// TODO: Proper click handling
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if (pPosition->h < ((pGameWindow->Window->portRect.right - pGameWindow->Window->portRect.left) / 2))
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{
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GameEngine_ResetLevel(&(pGameWindow->Engine));
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}
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else
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{
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GameEngine_NextLevel(&(pGameWindow->Engine));
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}
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GameWindow_SetScene(pGameWindow, GameEngine_IsGameOver(&(pGameWindow->Engine)) ? GameEnd : Play);
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}
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