Updated scene manager.
Scene manager now uses multiple event types. UI updates, todo must move to its own file at some point.
This commit is contained in:
+68
-44
@@ -64,14 +64,11 @@ scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
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update_level(level, input, dt)
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if input.pause_pressed {
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emit_event(Event{ type = .Game_Pause })
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emit_event(.Game_Pause)
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}
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}
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case .Game_Over:
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update_game_over(scene, input)
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}
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// Now handle any events triggered
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// Process events triggered during scene updates
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process_events(game)
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}
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@@ -114,9 +111,15 @@ UI_Slider :: struct {
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step: f32,
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}
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UI_Selector :: struct {
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label: cstring,
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value_label: cstring,
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}
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UI_Item :: union {
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UI_Button,
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UI_Slider,
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UI_Selector,
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}
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UI_Menu :: struct {
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@@ -169,8 +172,17 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
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minValue = 0.0,
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maxValue = 1.0,
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)
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}
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case UI_Selector:
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// draw label left half
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lbl_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
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rl.DrawText(v.label, i32(item_rec.x + 15), lbl_y, 20, text_color)
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display_str := fmt.ctprintf("< %s >", v.value_label)
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str_w := rl.MeasureText(display_str, 20)
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val_x := i32(item_rec.x + item_rec.width) - str_w - 15
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rl.DrawText(display_str, val_x, lbl_y, 20, text_color)
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}
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}
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}
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@@ -226,21 +238,21 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0:
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emit_event(Event{ type = .Game_Start })
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emit_event(.Game_Start)
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case 1:
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emit_event(Event { type = .Game_Settings })
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emit_event(.Game_Settings)
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case 2:
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emit_event(Event{ type = .Game_Quit })
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emit_event(.Game_Quit)
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}
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}
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}
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@@ -278,7 +290,8 @@ render_pause_menu :: proc(scene: Scene) {
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menu, menu_ok := canvas.menu.?
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assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component")
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 220})
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// Semi-transparent overlay so gameplay stays visible behind menu
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 200})
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t_text: cstring = "PAUSE MENU"
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t_width := rl.MeasureText(t_text, 40)
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@@ -297,36 +310,39 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0:
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emit_event(Event{ type = .Game_Resume })
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emit_event(.Game_Back)
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case 1:
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emit_event(Event { type = .Game_Settings })
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emit_event(.Game_Settings)
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case 2:
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emit_event(Event{ type = .Game_Main_Menu })
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emit_event(.Game_Main_Menu)
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}
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}
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if input.pause_pressed {
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emit_event(Event{ type = .Game_Resume })
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emit_event(.Game_Back)
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}
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}
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// ------------------------------------------------------------------------------
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// Settings Menu
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// ------------------------------------------------------------------------------
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make_settings_menu :: proc(audio: ^Audio_Manager) -> Scene {
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make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) -> Scene {
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ui_items:[8]UI_Item = {
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0 = UI_Button{"Back"},
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1 = UI_Button{"Resolution"},
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1 = UI_Selector{
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label = "Resolution",
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value_label = current_res_label,
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},
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2 = UI_Slider{
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label = "Music Volume",
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value = &audio.user_music_vol,
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@@ -362,6 +378,7 @@ render_settings_menu :: proc(scene: Scene) {
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menu, menu_ok := canvas.menu.?
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assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component")
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// Dark semi-transparent overlay
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
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t_text: cstring = "SETTINGS"
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@@ -381,11 +398,11 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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current_item := &menu.items[menu.selected_index]
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@@ -395,22 +412,29 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0:
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emit_event(Event{ type = .Game_Main_Menu })
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}
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}
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case UI_Slider:
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if input.left_pressed {
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// Decrement value by step and keep within normalized 0.0 - 1.0 bounds
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v.value^ = clamp(v.value^ - v.step, 0.0, 1.0)
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emit_event(Event{ type = .UI_Select })
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}
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if input.right_pressed {
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// Increment value by step and keep within normalized 0.0 - 1.0 bounds
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v.value^ = clamp(v.value^ + v.step, 0.0, 1.0)
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emit_event(Event{ type = .UI_Select })
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emit_event(.Game_Back)
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}
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}
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case UI_Selector:
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if input.left_pressed {
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emit_event(Change_Resolution_Data{-1})
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}
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if input.right_pressed {
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emit_event(Change_Resolution_Data{1})
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}
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case UI_Slider:
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if input.left_pressed {
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v.value^ = clamp(v.value^ - v.step, 0.0, 1.0)
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emit_event(.UI_Select)
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}
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if input.right_pressed {
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v.value^ = clamp(v.value^ + v.step, 0.0, 1.0)
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emit_event(.UI_Select)
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}
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}
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}
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// ------------------------------------------------------------------------------
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@@ -441,12 +465,12 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
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render_game_over :: proc(scene: Scene) {
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canvas, canvas_ok := scene.canvas.?
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assert(canvas_ok, "update_game_over: Scene is missing a Canvas component")
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assert(canvas_ok, "render_game_over: Scene is missing a Canvas component")
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menu, menu_ok := canvas.menu.?
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assert(menu_ok, "update_game_over: Canvas is missing a UI_Menu component")
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assert(menu_ok, "render_game_over: Canvas is missing a UI_Menu component")
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 220})
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t_text: cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
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t_width := rl.MeasureText(t_text, 40)
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@@ -466,25 +490,25 @@ update_game_over :: proc(scene: ^Scene, input: Input_Event) {
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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emit_event(Event{ type = .UI_Select })
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emit_event(.UI_Select)
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}
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0:
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emit_event(Event{ type = .Game_Start })
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emit_event(.Game_Start)
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case 1:
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emit_event(Event{ type = .Game_Main_Menu })
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emit_event(.Game_Main_Menu)
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}
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}
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}
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// ------------------------------------------------------------------------------
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// Game Play Scene
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// Gameplay Scene
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// ------------------------------------------------------------------------------
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make_gameplay_scene :: proc() -> Scene {
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return Scene{
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