[ADD] window with title to start screen, progress on #1
This commit is contained in:
30
src/main.c
30
src/main.c
@@ -55,11 +55,14 @@ vita2d_pvf *pvf;
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SceUInt64 deltaTime = 0; // delta time in ms
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SceUInt64 deltaTime = 0; // delta time in ms
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SceKernelSysClock sysclock;
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SceKernelSysClock sysclock;
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timing_timer bullet_timer = {0, 250, 0}; // 0 as starting time, 250 ms timeout, not elapsed
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timing_timer bullet_timer = {0, 250, 0}; // 0 as starting time, 250 ms timeout, not elapsed
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timing_timer menu_switch_input_delay_timer = {0, 200, 0}; // 0 as starting time, 100 ms timeout, not elapsed
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timing_timer menu_switch_input_delay_timer = {0, 500, 0}; // 0 as starting time, 100 ms timeout, not elapsed
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timing_timer score_timer = {0, 100, 0}; // timer to update score
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timing_timer score_timer = {0, 100, 0}; // timer to update score
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timing_timer simple_enemy_spawn_timer = {0, 500, 0}; // timer to spawn a new simple enemy
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timing_timer simple_enemy_spawn_timer = {0, 500, 0}; // timer to spawn a new simple enemy
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timing_timer complex_enemy_spawn_timer = {0, 2000, 0}; // timer to spawn a new complex enemy
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timing_timer complex_enemy_spawn_timer = {0, 2000, 0}; // timer to spawn a new complex enemy
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timing_timer start_color_switch_timer = {0, 500, 0}; // timer to switch color on the start menu
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SceBool start_color_set; // boolean to track if the title text should be colored or not
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ENEMY_SPRITE enemies[ENEMY_MAX_AMOUNT];
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ENEMY_SPRITE enemies[ENEMY_MAX_AMOUNT];
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uint32_t enemy_count;
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uint32_t enemy_count;
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@@ -94,6 +97,7 @@ void init_variables()
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player_y = 500;
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player_y = 500;
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radius = 5.0;
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radius = 5.0;
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score = 0;
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score = 0;
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start_color_set = SCE_FALSE;
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}
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}
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// ################################################################
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// ################################################################
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@@ -342,6 +346,15 @@ void update_start()
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{
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{
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timing_update_timer(&menu_switch_input_delay_timer, deltaTime);
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timing_update_timer(&menu_switch_input_delay_timer, deltaTime);
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timing_check_timer_elapsed(&menu_switch_input_delay_timer);
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timing_check_timer_elapsed(&menu_switch_input_delay_timer);
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timing_update_timer(&start_color_switch_timer, deltaTime);
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timing_check_timer_elapsed(&start_color_switch_timer);
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if (start_color_switch_timer.elapsed)
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{
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start_color_set = !start_color_set;
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start_color_switch_timer.elapsed = 0;
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}
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if (cross_pressed)
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if (cross_pressed)
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if (menu_switch_input_delay_timer.elapsed)
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if (menu_switch_input_delay_timer.elapsed)
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{
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{
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@@ -526,7 +539,20 @@ void update()
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void draw_start()
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void draw_start()
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{
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{
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vita2d_pvf_draw_text(pvf, 700, 80, RGBA8(0, 255, 0, 255), 1.0f, "Cybershot");
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unsigned int text_color;
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unsigned int background_color;
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if (start_color_set == SCE_TRUE)
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{
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text_color = COLOR_BLACK;
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background_color = COLOR_CYAN;
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}
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else
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{
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background_color = COLOR_BLACK;
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text_color = COLOR_CYAN;
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}
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drawing_draw_window_filled(SCREEN_WIDTH/2 - 300 / 2, 50, 300, 100, "Game Title", pgf, text_color);
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vita2d_pgf_draw_text(pgf, SCREEN_WIDTH/2 - 300 / 2 + 47, 50 + 70, background_color, 2.0, "Cybershot");
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}
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}
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void draw_menu()
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void draw_menu()
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@@ -6,6 +6,7 @@
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#define SECONDARY_BORDER_COLOR (RGBA8(181, 181, 181,255))
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#define SECONDARY_BORDER_COLOR (RGBA8(181, 181, 181,255))
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#define COLOR_BLACK (RGBA8(0, 0, 0, 255))
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#define COLOR_BLACK (RGBA8(0, 0, 0, 255))
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#define COLOR_MAGENTA (RGBA8(251, 41, 255,255))
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#define COLOR_MAGENTA (RGBA8(251, 41, 255,255))
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#define COLOR_CYAN (RGBA8(0, 255, 234,255))
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// /**
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// /**
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// * @brief draws a line with a specified width
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// * @brief draws a line with a specified width
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