Add wave display in topBar

This commit is contained in:
2024-02-11 16:54:58 +01:00
parent 02fb325e3b
commit 0319a0a5b3

View File

@@ -30,7 +30,7 @@ void drawGameUI(Game *game, f32 dt) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_ROW |
BZ_UI_FLEX_ALIGN_CENTER |
BZ_UI_FLEX_JUSTIFY_START
BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN
});
Color topBarBG = {0, 0, 0, 50};
bzUISetBackgroundStyle(UI, topBar, (BzUIBackgroundStyle) {
@@ -38,6 +38,18 @@ void drawGameUI(Game *game, f32 dt) {
.hover = topBarBG,
.active = topBarBG,
});
BzUINode *topBarLeft = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_SUM},
.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_MAX},
});
bzUIPushParent(UI, topBarLeft);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_ROW |
BZ_UI_FLEX_ALIGN_CENTER |
BZ_UI_FLEX_JUSTIFY_START
});
BzTileset *tileset = &game->tileset;
Rectangle woodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_WOOD));
Rectangle foodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_APPLE));
@@ -49,7 +61,24 @@ void drawGameUI(Game *game, f32 dt) {
uiGameResCount(resources.food, -1, foodRec, tileset->tiles);
uiGameResCount(resources.gold, -1, goldRec, tileset->tiles);
uiGameResCount(resources.pop, resources.popCapacity, popRec, tileset->tiles);
bzUIPopParent(UI);
bzUIPopParent(UI); // topBarLeft
BzUINode *topBarRight = bzUINodeMake(UI, bzUIGetUniqueKey(UI), &(BzUINodeDesc) {
.semanticSize[BZ_UI_AXIS_X] = {BZ_UI_SIZE_CHILD_SUM},
.semanticSize[BZ_UI_AXIS_Y] = {BZ_UI_SIZE_CHILD_MAX},
});
bzUIPushParent(UI, topBarRight);
bzUISetParentLayout(UI, (BzUILayout) {
.type = BZ_UI_LAYOUT_FLEX_BOX,
.flags = BZ_UI_FLEX_DIR_ROW |
BZ_UI_FLEX_ALIGN_CENTER |
BZ_UI_FLEX_JUSTIFY_START
});
uiBaseLabel("Wave: 11 ", game->font, 0.5f, WHITE);
bzUIPopParent(UI); // topBarRight
bzUIPopParent(UI); // topBar
InputState *input = ecs_singleton_get_mut(ECS, InputState);