Merge branch 'master' into assets
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commit
4073923edf
14
src/items.rs
14
src/items.rs
@ -1,12 +1,14 @@
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use raylib::texture::Texture2D;
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use raylib::{math::Rectangle, prelude::RaylibDrawHandle, texture::Texture2D};
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use serde::{Deserialize, Serialize};
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use crate::resources::GlobalResources;
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pub trait ItemBase {
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fn get_cost(&self) -> u32;
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fn get_level(&self) -> u8;
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fn get_name(&self) -> String;
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fn get_description(&self) -> String;
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fn get_texture(&self) -> &Texture2D;
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fn get_texture(&self, draw_handle: &RaylibDrawHandle, resources: &GlobalResources, dest: Rectangle);
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}
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#[derive(Debug, PartialEq, Clone, Serialize, Deserialize)]
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@ -57,7 +59,7 @@ impl ItemBase for StunGun {
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return "Stun your enemies!\nJust don't point it at yourself.".to_string();
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}
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fn get_texture(&self) -> &Texture2D {
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fn get_texture(&self, draw_handle: &RaylibDrawHandle, resources: &GlobalResources, dest: Rectangle) {
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todo!()
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}
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fn get_level(&self) -> u8 {
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@ -109,7 +111,7 @@ impl ItemBase for AirBag {
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return "Its.. a bag.\nFilled with air. Duh".to_string();
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}
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fn get_texture(&self) -> &Texture2D {
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fn get_texture(&self, draw_handle: &RaylibDrawHandle, resources: &GlobalResources, dest: Rectangle) {
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todo!()
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}
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fn get_level(&self) -> u8 {
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@ -161,7 +163,7 @@ impl ItemBase for Flashlight {
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return "See better for longer".to_string();
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}
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fn get_texture(&self) -> &Texture2D {
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fn get_texture(&self, draw_handle: &RaylibDrawHandle, resources: &GlobalResources, dest: Rectangle) {
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todo!()
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}
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fn get_level(&self) -> u8 {
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@ -213,7 +215,7 @@ impl ItemBase for Flippers {
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return "Swim faster, and look stupid\nat the same time!".to_string();
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}
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fn get_texture(&self) -> &Texture2D {
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fn get_texture(&self, draw_handle: &RaylibDrawHandle, resources: &GlobalResources, dest: Rectangle) {
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todo!()
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}
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fn get_level(&self) -> u8 {
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@ -26,8 +26,11 @@ impl Screen for PauseMenuScreen {
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game_core: &mut GameCore,
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) -> Option<GameState> {
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let mouse_position = draw_handle.get_mouse_position();
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draw_handle.clear_background(Color::GRAY);
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// TODO: Maybe we can stick some art here?
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// draw_handle.clear_background(Color::GRAY);
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// // TODO: Maybe we can stick some art here?
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// Render the background
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draw_handle.draw_texture(&game_core.resources.shop_background, 0, 0, Color::WHITE);
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// If escape is pressed again, return to the previous render state
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if draw_handle.is_key_pressed(KeyboardKey::KEY_ESCAPE) {
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