Wave incrementing
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26
game/main.c
26
game/main.c
@@ -480,6 +480,8 @@ void update(float dt, void *userData) {
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break;
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}
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updateWave(&game->waveInfo, dt);
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SoundState *soundState = ecs_singleton_get_mut(ECS, SoundState);
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soundsUpdate(soundState, getCameraBounds(game->camera));
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}
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@@ -605,9 +607,30 @@ static void renderGame(Game *game, float dt) {
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if (game->debug.drawSpatialGrid)
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bzSpatialGridDrawDebugGrid(game->entityGrid);
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drawPlayerInputUI();
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EndMode2D();
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static f32 waveDisplay = 0.0f;
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if (isWaveOver(&game->waveInfo)) {
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game->waveInfo = getWaveInfo(game->waveInfo.number + 1);
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waveDisplay = 1.6f;
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}
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if (waveDisplay > 0.0f) {
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const i32 fontSize = 72 * uiGetScale();
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char text[32];
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snprintf(text, sizeof(text), "Wave: %d", game->waveInfo.number);
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Vector2 textSize = MeasureTextEx(game->font, text, fontSize, 1.0f);
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i32 x = GetScreenWidth() * 0.5f - textSize.x * 0.5f;
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i32 y = GetScreenHeight() * 0.5f - textSize.y;
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Color color = WHITE;
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const f32 fadeAt = 0.45f;
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if (waveDisplay < fadeAt)
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color.a = (waveDisplay / fadeAt) * 255;
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DrawText(text, x, y, fontSize, color);
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waveDisplay -= dt;
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}
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#if 0
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static bool firstRun = true;
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if (firstRun) {
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editedEmitter = GET_BLOOD_EMITTER();
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@@ -623,6 +646,7 @@ static void renderGame(Game *game, float dt) {
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ecs_set_ptr(ECS, e, ParticleEmitter, &emitter);
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}
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#endif
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}
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void render(float dt, void *userData) {
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