update enum, add ennemy_stats
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@ -1,42 +1,77 @@
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//Jobs
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constexpr const int MAGE = 0;
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constexpr const int ALCHIMIST = 1;
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constexpr const int WARRIOR = 2;
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constexpr const int ENGINEER = 3;
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constexpr const int ARCHER = 4;
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constexpr const int TAMER = 5;
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enum Jobs {
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MAGE = 0,
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ALCHIMIST = 1,
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WARRIOR = 2,
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ENGINEER = 3,
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ARCHER = 4,
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TAMER = 5
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};
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//Elements
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constexpr const int FIRE = 0;
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constexpr const int AIR = 1;
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constexpr const int WATER = 2;
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constexpr const int EARTH = 3;
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constexpr const int EATHER = 4;
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enum Elements {
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FIRE = 0,
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AIR = 1,
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WATER = 2,
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EARTH = 3,
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EATHER = 4
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};
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//Stats
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constexpr const int HEALTH = 0;
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constexpr const int SHIELD = 1;
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constexpr const int SPEED = 2;
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constexpr const int MANA = 3;
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constexpr const int ENERGY = 4;
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constexpr const int TAME = 5;
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constexpr const int XP = 6;
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enum Stats {
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HEALTH,
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SHIELD,
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SPEED,
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MANA,
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ENERGY,
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TAME,
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XP
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};
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// Combinaisons
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enum Button_types {
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BUTTON_BASIC,
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BUTTON_INACTIVE,
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BUTTON_DANGER
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};
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enum Button_sizes {
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BUTTON_SMALL,
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BUTTON_MEDIUM,
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BUTTON_BIG
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};
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//Combinaisons
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constexpr const int UP = 0;
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constexpr const int RIGHT = 1;
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constexpr const int DOWN = 2;
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constexpr const int LEFT = 3;
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constexpr const int END_SPELL = 9;
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//Buttons style
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constexpr int BUTTON_BASIC = 0;
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constexpr int BUTTON_INACTIVE = 1;
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constexpr int BUTTON_DANGER = 2;
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//Buttons size
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constexpr const int BUTTON_SMALL = 0;
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constexpr const int BUTTON_MEDIUM = 1;
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constexpr const int BUTTON_BIG = 2;
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struct Spell {
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std::string name;
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int damage;
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int cost_health, cost_mana;
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float precision;
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bool zone;
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std::vector<Elements> elements;
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std::vector<int> combinaison;
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};
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struct Ennemy {
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std::string name;
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int xp;
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int health, shield, speed, tame;
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int max_health, max_shield, max_speed, max_tame;
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float escape, menace; //Menace comlpexifies the escape, the higher the value is, the less menace it is
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std::vector<Spell> spells;
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};
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struct Player {
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std::string name;
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Jobs job;
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int xp;
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int health, shield, speed, mana, energy;
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int max_health, max_shield, max_speed, max_mana, max_energy;
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float escape, menace;
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std::vector<Spell> spell_book;
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};
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@ -3,19 +3,19 @@
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#include <vector>
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#include <raylib.h>
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#include "../define.h"
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#include "../logic/structs.h"
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#include "../logic/player.h"
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#include "ui_elements.h"
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#include "combat_interface.h"
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void display_combat_interface(Player& player_arg, std::vector<Ennemy>& ennemies_arg, const std::vector<int>& screen_arg) {
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Ennemy ennemy = ennemies_arg[0];
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std::vector<float> position = {0.5f, 0.5f};
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Bar player_health = create_bar(HEALTH, player_arg.max_health, player_arg.health, position, screen_arg);
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inc_health(player_arg, -5);*
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Ennemy_stats first_ennemy_stats = create_ennemy_stats(ennemy, position, screen_arg);
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//Dessin
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BeginDrawing();
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ClearBackground(BLACK);
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draw_bar(player_health);
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draw_ennemy_stats(first_ennemy_stats);
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EndDrawing();
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}
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@ -1,6 +1,6 @@
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#include <iostream>
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#include <vector>
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#include "../logic/structs.h"
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#include "../define.h"
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#include "../logic/player.h"
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#include "../logic/ennemy.h"
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#include "interfaces.h"
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@ -2,11 +2,10 @@
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#include <string>
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#include <vector>
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#include <raylib.h>
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#include "../logic/structs.h"
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#include "../define.h"
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#include "ui_elements.h"
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Button create_button(int type_arg, int size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg) {
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Button create_button(Button_types type_arg, Button_sizes size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg) {
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std::vector<float> size = button_size(size_arg, screen_arg);
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float position_x = screen_arg[0] * position_arg[0] - size[0] / 2;
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float position_y = screen_arg[1] * position_arg[1] - size[1] / 2;
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@ -52,11 +51,11 @@ Button create_button(int type_arg, int size_arg, const std::vector<float>& posit
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void draw_buttons(const std::vector<Button>& buttons_arg) {
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for(Button button: buttons_arg) {
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DrawRectangleRec(button.rectangle, button.color);
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DrawTextEx(button.text.font, button.text.text.c_str(), button.text.position, button.text.fontSize, button.text.spacing, button.text.tint);
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draw_text(button.text);
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}
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}
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std::vector<float> button_size(int size_arg, const std::vector<int>& screen_arg) {
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std::vector<float> button_size(Button_sizes size_arg, const std::vector<int>& screen_arg) {
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std::vector<float> size;
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switch(size_arg) {
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case BUTTON_BIG:
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@ -78,7 +77,7 @@ std::vector<float> button_size(int size_arg, const std::vector<int>& screen_arg)
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return size;
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}
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float text_size(int size_arg) {
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float text_size(Button_sizes size_arg) {
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switch(size_arg) {
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case BUTTON_BIG:
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return 25.0f;
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@ -94,7 +93,7 @@ float text_size(int size_arg) {
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}
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}
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Color type_color(int type_arg) {
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Color type_color(Stats type_arg) {
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switch(type_arg) {
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case HEALTH:
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return RED;
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@ -114,23 +113,23 @@ Color type_color(int type_arg) {
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}
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}
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Bar create_bar(int type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg) {
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Bar create_bar(Stats type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg) {
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float width = 150.0f;
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float height = 15.0f;
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float position_x = screen_arg[0] * position_arg[0] - width / 2;
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float position_y = screen_arg[1] * position_arg[1] - height / 2;
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float position_x = container_arg[0] * position_arg[0] - width / 2;
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float position_y = container_arg[1] * position_arg[1] - height / 2;
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Rectangle complete = {position_x, position_y, width, height};
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float progression_width = (width - 2.0f) * (actual_arg / max_arg);
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float progression_width = (width - 2.0f) * ((float)actual_arg / max_arg);
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float progression_heigth = height - 2.0f;
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Rectangle progression = {position_x+1, position_y+1, progression_width, progression_heigth};
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Font font = GetFontDefault();
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float font_size = 10.0f;
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std::string value = std::to_string(actual_arg) + "/" + std::to_string(max_arg);
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float text_x = screen_arg[0] * position_arg[0] - MeasureText(value.c_str(), font_size) / 2;
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float text_y = screen_arg[1] * position_arg[1] - font_size / 2;
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Text text = {font, value, Vector2{text_x, text_y}, font_size, 2.0f, YELLOW};
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float text_x = container_arg[0] * position_arg[0] - MeasureText(value.c_str(), font_size) / 2;
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float text_y = container_arg[1] * position_arg[1] - font_size / 2;
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Text text = {font, value, Vector2{text_x, text_y}, font_size, 2.0f, WHITE};
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Color color = type_color(type_arg);
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return Bar{complete, progression, max_arg, actual_arg, text, color};
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@ -139,9 +138,49 @@ Bar create_bar(int type_arg, int& max_arg, int& actual_arg, const std::vector<fl
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void draw_bar(const Bar& bar_arg) {
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DrawRectangleRec(bar_arg.complete, WHITE);
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DrawRectangleRec(bar_arg.progression, bar_arg.color);
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DrawTextEx(bar_arg.text.font, bar_arg.text.text.c_str(), bar_arg.text.position, bar_arg.text.fontSize, bar_arg.text.spacing, bar_arg.text.tint);
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draw_text(bar_arg.text);
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}
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Ennemy_stats create_bar(const Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg) {
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return Ennemy_stats{};
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Ennemy_stats create_ennemy_stats(Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg) {
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std::vector<float> size = {container_arg[0] * 0.2f, container_arg[1] * 0.1f};
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float position_x = container_arg[0] * position_arg[0] - size[0] / 2;
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float position_y = container_arg[1] * position_arg[1] - size[1] / 2;
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Rectangle card = {position_x, position_y, size[0], size[1]};
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Font font = GetFontDefault();
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float font_size = 15.0f;
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std::string value = ennemy_arg.name;
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Vector2 text_position = {50.f, 0.0f};
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Text name = {font, value, text_position, font_size, 2.0f, YELLOW};
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text_position.x += MeasureText(value.c_str(), font_size) + value.size() * 2;
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font_size = 10.0f;
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value = std::to_string(ennemy_arg.xp);
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Text level = {font, value, text_position, font_size, 2.0f, YELLOW};
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std::vector<float> health_position = {0.5f, 0.3f};
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std::vector<float> shield_position = {0.5f, 0.5f};
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std::vector<float> speed_position = {0.5f, 0.7f};
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std::vector<float> tame_position = {0.5f, 0.9f};
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Bar health = create_bar(HEALTH, ennemy_arg.max_health, ennemy_arg.health, health_position, container_arg);
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Bar shield = create_bar(SHIELD, ennemy_arg.max_shield, ennemy_arg.shield, shield_position, container_arg);
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Bar speed = create_bar(SPEED, ennemy_arg.max_speed, ennemy_arg.speed, speed_position, container_arg);
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Bar tame = create_bar(TAME, ennemy_arg.max_tame, ennemy_arg.tame, tame_position, container_arg);
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return Ennemy_stats{card, name, level, health, shield, speed, tame};
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}
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void draw_ennemy_stats(const Ennemy_stats& ennemy_stats_arg) {
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DrawRectangleRec(ennemy_stats_arg.card, BLUE);
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draw_text(ennemy_stats_arg.name);
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draw_text(ennemy_stats_arg.level);
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draw_bar(ennemy_stats_arg.health);
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draw_bar(ennemy_stats_arg.shield);
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draw_bar(ennemy_stats_arg.speed);
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draw_bar(ennemy_stats_arg.tame);
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}
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void draw_text(const Text& text_arg) {
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DrawTextEx(text_arg.font, text_arg.text.c_str(), text_arg.position, text_arg.fontSize, text_arg.spacing, text_arg.tint);
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}
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@ -21,16 +21,21 @@ struct Bar {
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};
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struct Ennemy_stats {
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Rectangle card;
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Text name, level;
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Bar health, shield, speed, tame;
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};
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Button create_button(int type_arg, int size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg);
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Button create_button(Button_types type_arg, Button_sizes size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg);
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void draw_buttons(const std::vector<Button>& buttons_arg);
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std::vector<float> button_size(int size_arg, const std::vector<int>& screen_arg);
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float text_size(int size_arg);
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std::vector<float> button_size(Button_sizes size_arg, const std::vector<int>& screen_arg);
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float text_size(Button_sizes size_arg);
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Color type_color(Stats type_arg);
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Bar create_bar(int type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg);
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Bar create_bar(Stats type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg);
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void draw_bar(const Bar& bar_arg);
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Ennemy_stats create_bar(const Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg);
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Ennemy_stats create_ennemy_stats(Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg);
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void draw_ennemy_stats(const Ennemy_stats& ennemy_stats_arg);
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void draw_text(const Text& text_arg);
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@ -1,6 +1,6 @@
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#include <iostream>
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#include <vector>
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#include "structs.h"
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#include "../define.h"
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#include "utilities.h"
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#include "player.h"
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#include "ennemy.h"
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@ -13,6 +13,7 @@ void init_combat(Player& player_arg, std::vector<Ennemy> ennemies_arg, const std
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std::vector<Ennemy> ennemies;
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ennemies.push_back(ennemies_arg[1]);
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ennemies.push_back(ennemies_arg[2]);
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inc_health(player_arg,-5);
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display_combat_interface(player_arg, ennemies, screen_arg);
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combat(player_arg, ennemies);
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@ -92,7 +93,7 @@ void ennemy_turn(Player& player_arg, Ennemy& ennemy_arg) {
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}
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void attack(Player& player_arg, std::vector<Ennemy>& ennemies_arg){
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if(player_arg.job == 0) {
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if(player_arg.job == MAGE) {
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casting_spell(player_arg, ennemies_arg);
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}
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}
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@ -1,7 +1,7 @@
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#include <iostream>
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#include <string>
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#include <vector>
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#include "structs.h"
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#include "../define.h"
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#include "ennemy.h"
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#include "spells.h"
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@ -1,7 +1,6 @@
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#include <iostream>
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#include <vector>
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#include <string>
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#include "structs.h"
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#include "../define.h"
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#include "utilities.h"
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#include "player.h"
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#include <vector>
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#include <string>
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#include "utilities.h"
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#include "structs.h"
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#include "../define.h"
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#include "player.h"
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#include "ennemy.h"
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@ -12,7 +11,7 @@
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const std::vector<std::string> elements = {"Fire", "Air", "Water", "Earth", "Eather"};
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const std::vector<std::string> arrows = {"↑", "→", "↓", "←"};
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void init_spell(Spell& spell_arg, const std::string& name_arg, int damage_arg, int cost_arg, float precision_arg, bool zone_arg, std::vector<int> elements_arg, std::vector<int> combinaison_arg) {
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void init_spell(Spell& spell_arg, const std::string& name_arg, int damage_arg, int cost_arg, float precision_arg, bool zone_arg, std::vector<Elements> elements_arg, std::vector<int> combinaison_arg) {
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spell_arg.name = name_arg;
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spell_arg.damage = damage_arg;
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spell_arg.cost_mana = cost_arg;
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@ -32,7 +31,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
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5,
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0.8,
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1,
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std::vector<int>{FIRE},
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std::vector<Elements>{FIRE},
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std::vector<int>{UP, RIGHT, UP}
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);
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spell_book_arg.push_back(fire_ball);
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@ -45,7 +44,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
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8,
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1,
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1,
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std::vector<int>{WATER},
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std::vector<Elements>{WATER},
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std::vector<int>{UP, DOWN, RIGHT}
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);
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spell_book_arg.push_back(tsunami);
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@ -58,7 +57,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
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4,
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0.8,
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0,
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std::vector<int>{AIR},
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std::vector<Elements>{AIR},
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std::vector<int>{UP, UP, UP}
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);
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spell_book_arg.push_back(tailwind_css);
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@ -71,7 +70,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
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13,
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0.7,
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0,
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std::vector<int>{EARTH},
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std::vector<Elements>{EARTH},
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std::vector<int>{DOWN, UP, LEFT}
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);
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spell_book_arg.push_back(rolling_rock);
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@ -84,7 +83,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
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10,
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0.8,
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0,
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std::vector<int>{AIR, FIRE},
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||||
std::vector<Elements>{AIR, FIRE},
|
||||
std::vector<int>{DOWN, UP, LEFT, UP}
|
||||
);
|
||||
spell_book_arg.push_back(lightning);
|
||||
|
@ -97,7 +96,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
|
|||
2,
|
||||
1,
|
||||
0,
|
||||
std::vector<int>{AIR, WATER},
|
||||
std::vector<Elements>{AIR, WATER},
|
||||
std::vector<int>{UP, UP, UP, UP}
|
||||
);
|
||||
spell_book_arg.push_back(bubble);
|
||||
|
|
|
@ -5,7 +5,7 @@ void init_spell(Spell& spell_arg,
|
|||
int cost_arg,
|
||||
float precision_arg,
|
||||
bool zone_arg,
|
||||
std::vector<int> elements_arg,
|
||||
std::vector<Elements> elements_arg,
|
||||
std::vector<int> combinaison_arg
|
||||
);
|
||||
void init_spells(std::vector<Spell>& spell_book_arg);
|
||||
|
|
|
@ -1,27 +0,0 @@
|
|||
|
||||
struct Spell {
|
||||
std::string name;
|
||||
int damage;
|
||||
int cost_health, cost_mana;
|
||||
float precision;
|
||||
bool zone;
|
||||
std::vector<int> elements, combinaison;
|
||||
};
|
||||
|
||||
struct Ennemy {
|
||||
std::string name;
|
||||
int xp;
|
||||
int health, shield, speed, tame;
|
||||
int max_health, max_shield, max_speed, max_tame;
|
||||
float escape, menace; //Menace comlpexifies the escape, the higher the value is, the less menace it is
|
||||
std::vector<Spell> spells;
|
||||
};
|
||||
|
||||
struct Player {
|
||||
std::string name;
|
||||
int job, xp;
|
||||
int health, shield, speed, mana, energy;
|
||||
int max_health, max_shield, max_speed, max_mana, max_energy;
|
||||
float escape, menace;
|
||||
std::vector<Spell> spell_book;
|
||||
};
|
|
@ -1,7 +1,6 @@
|
|||
#include <iostream>
|
||||
#include <raylib.h>
|
||||
#include <vector>
|
||||
#include "logic/structs.h"
|
||||
#include "define.h"
|
||||
#include "logic/player.h"
|
||||
#include "logic/ennemy.h"
|
||||
|
@ -10,11 +9,18 @@
|
|||
#include "logic/combat.h"
|
||||
#include "interface/ui_elements.h"
|
||||
|
||||
void create_menu(std::vector<Button>& buttons_arg, const std::vector<int>& screen_arg) {
|
||||
buttons_arg.push_back(create_button(BUTTON_BASIC, BUTTON_BIG, std::vector<float>{0.5, 0.5}, "Play", screen_arg));
|
||||
buttons_arg.push_back(create_button(BUTTON_INACTIVE, BUTTON_MEDIUM, std::vector<float>{0.5, 0.6}, "Options", screen_arg));
|
||||
buttons_arg.push_back(create_button(BUTTON_DANGER, BUTTON_MEDIUM, std::vector<float>{0.5, 0.7}, "Quit", screen_arg));
|
||||
}
|
||||
|
||||
void handle_menu(std::vector<Button>& buttons_arg, Player& player_arg, std::vector<Ennemy>& ennemies_arg, bool& game_loop_arg, const std::vector<int>& screen_arg) {
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
|
||||
if (CheckCollisionPointRec(GetMousePosition(), buttons_arg[0].rectangle)) {
|
||||
buttons_arg = {};
|
||||
init_combat(player_arg, ennemies_arg, screen_arg);
|
||||
create_menu(buttons_arg, screen_arg);
|
||||
} else if (CheckCollisionPointRec(GetMousePosition(), buttons_arg[2].rectangle)) {
|
||||
game_loop_arg = 0;
|
||||
}
|
||||
|
@ -40,9 +46,7 @@ int main() {
|
|||
SetTargetFPS(60);
|
||||
|
||||
std::vector<Button> buttons;
|
||||
buttons.push_back(create_button(BUTTON_BASIC, BUTTON_BIG, std::vector<float>{0.5, 0.5}, "Play", screen));
|
||||
buttons.push_back(create_button(BUTTON_INACTIVE, BUTTON_MEDIUM, std::vector<float>{0.5, 0.6}, "Options", screen));
|
||||
buttons.push_back(create_button(BUTTON_DANGER, BUTTON_MEDIUM, std::vector<float>{0.5, 0.7}, "Quit", screen));
|
||||
create_menu(buttons, screen);
|
||||
|
||||
int arg;
|
||||
bool game_loop = 1;
|
||||
|
|
BIN
game/release
BIN
game/release
Binary file not shown.
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Reference in New Issue