feat: add wake, rose, terrain, pathfinding, gameover, clouds, enemy shooting, variable bird speed refactor: some things
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@@ -0,0 +1,60 @@
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#include <raylib.h>
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#include "app.h"
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#include "gameover.h"
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void InitGameOver(GameOverState *g) {
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int windowWidth = GetScreenWidth();
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int windowHeight = GetScreenHeight();
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Vector2 buttonDimensions = {200, 60};
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Vector2 buttonPos = {windowWidth / 2.0f, windowHeight / 2.0f + 80.0f};
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g->restartButton = initButton("Restart", buttonDimensions, buttonPos);
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}
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void UpdateGameOver(App *app) {
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if (isButtonClicked(&app->gameOver.restartButton)) {
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ResetGame(app);
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app->state.currentView = GAMEPLAY;
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}
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UpdateMouseScreen(&app->game.mouse);
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OnWindowClosedStoppApp(app);
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}
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void RenderGameOver(App *app) {
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BeginDrawing();
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ClearBackground(BLACK);
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int windowWidth = GetScreenWidth();
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int windowHeight = GetScreenHeight();
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const char *title = "GAME OVER";
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int titleSize = app->font.baseSize * 2;
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Vector2 titleDim = MeasureTextEx(app->font, title, titleSize, 2);
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DrawTextEx(
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app->font, title,
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(Vector2){windowWidth / 2.0f - titleDim.x / 2.0f, windowHeight / 2.0f - titleDim.y - 40.0f},
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titleSize, 2, TEXT_COLOR_LIGHT);
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const char *goldText = TextFormat("Gold collected: %i", app->game.player.gold);
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int goldSize = app->font.baseSize;
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Vector2 goldDim = MeasureTextEx(app->font, goldText, goldSize, 2);
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DrawTextEx(
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app->font, goldText,
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(Vector2){windowWidth / 2.0f - goldDim.x / 2.0f, windowHeight / 2.0f - goldDim.y / 2.0f},
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goldSize, 2, TEXT_COLOR_LIGHT);
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renderButton(&app->gameOver.restartButton);
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Mouse *mouse = &app->game.mouse;
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Rectangle mouseRectangle =
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(Rectangle){0, 0, mouse->cursorTexture.width, mouse->cursorTexture.height};
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DrawTextureRec(mouse->cursorTexture, mouseRectangle, mouse->screenPosition, WHITE);
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if (app->flags.showFPS) {
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DrawFPS(10, 10);
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}
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EndDrawing();
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}
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