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