From 109b04fcb902e80159bad6ac373990c448a3d580 Mon Sep 17 00:00:00 2001 From: Luna <luna+github@sicardi.org> Date: Sun, 3 Oct 2021 15:58:24 -0400 Subject: [PATCH 1/3] created level select screen --- game/src/scenes/level_select_screen.rs | 235 +++++++++++++++++++++++++ game/src/scenes/main_menu_screen.rs | 4 +- game/src/scenes/mod.rs | 12 +- 3 files changed, 242 insertions(+), 9 deletions(-) create mode 100644 game/src/scenes/level_select_screen.rs diff --git a/game/src/scenes/level_select_screen.rs b/game/src/scenes/level_select_screen.rs new file mode 100644 index 0000000..2ec99c4 --- /dev/null +++ b/game/src/scenes/level_select_screen.rs @@ -0,0 +1,235 @@ +use std::ops::{Div, Sub}; + +use chrono::{DateTime, Utc}; +use dirty_fsm::{Action, ActionFlag}; +use discord_sdk::activity::{ActivityBuilder, Assets}; +use pkg_version::pkg_version_major; +use raylib::prelude::*; + +use crate::{GameConfig, context::{ControlFlag, GameContext}, utilities::{ + datastore::{load_texture_from_internal_data, ResourceLoadError}, + game_version::get_version_string, + math::interpolate_exp, + non_ref_raylib::HackedRaylibHandle, + render_layer::ScreenSpaceRender, + }}; + +use super::{Scenes, ScreenError}; +use tracing::{debug, error, info, trace}; + +#[derive(Debug)] +pub struct LevelSelectScreen { + is_level_one_pressed: bool, //Is back to menu button pressed + is_btm_pressed: bool, +} + +impl LevelSelectScreen { + /// Construct a new `LevelSelectScreen` + pub fn new() -> Self { + Self { + is_level_one_pressed: false, + is_btm_pressed: false, + } + } +} + +impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen { + fn on_register(&mut self) -> Result<(), ScreenError> { + debug!("Registered"); + Ok(()) + } + + fn on_first_run(&mut self, context: &GameContext) -> Result<(), ScreenError> { + debug!("Running LevelSelectScreen for the first time"); + + if let Err(e) = context.discord_rpc_send.send(Some( + ActivityBuilder::default() + .details("learning how to play") + .assets( + Assets::default().large("game-logo-small", Some(context.config.name.clone())), + ), + )) { + error!("Failed to update discord: {}", e); + } + + Ok(()) + } + + fn execute( + &mut self, + _delta: &chrono::Duration, + context: &GameContext, + ) -> Result<dirty_fsm::ActionFlag<Scenes>, ScreenError> { + trace!("execute() called on LevelSelectScreen"); + self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config); + + if self.is_level_one_pressed { + context + .flag_send + .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) + .unwrap(); + Ok(ActionFlag::SwitchState(Scenes::InGameScene)) + } + else if self.is_btm_pressed { + context + .flag_send + .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) + .unwrap(); + Ok(ActionFlag::SwitchState(Scenes::MainMenuScreen)) + } else { + Ok(ActionFlag::Continue) + } + } + + fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> { + debug!("Finished LevelSelectScreen"); + self.is_level_one_pressed = false; + self.is_btm_pressed = false; + Ok(()) + } +} + +impl ScreenSpaceRender for LevelSelectScreen { + fn render_screen_space( + &mut self, + raylib: &mut crate::utilities::non_ref_raylib::HackedRaylibHandle, + config: &GameConfig, + ) { + let screen_size = raylib.get_screen_size(); + + // Render the background + raylib.clear_background(Color::BLACK); + raylib.draw_rectangle_lines( + 0, + 0, + screen_size.x as i32, + screen_size.y as i32, + config.colors.white, + ); + + let screen_size = raylib.get_screen_size(); + + //Mouse Position + let mouse_position: Vector2 = raylib.get_mouse_position(); + + let mouse_pressed: bool = raylib.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON); + + //Render the title + raylib.draw_rgb_split_text( + Vector2::new(40.0, 80.0), + "Level Select", + 70, + true, + Color::WHITE, + ); + + // Render the levels + let hovering_level_one_button = Rectangle::new(100.0, 300.0, 180.0, 20.0) + .check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(100.0, 300.0), + "LEVEL ONE", + 25, + hovering_level_one_button, + Color::WHITE, + ); + if hovering_level_one_button { + raylib.draw_rgb_split_text( + Vector2::new(70.0, 300.0), + ">>", + 25, + hovering_level_one_button, + Color::WHITE, + ); + }; + self.is_level_one_pressed = mouse_pressed && hovering_level_one_button; + + let hovering_level_two_button = Rectangle::new(100.0, 350.0, 180.0, 20.0) + .check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(100.0, 350.0), + "LEVEL TWO", + 25, + hovering_level_two_button, + Color::WHITE, + ); + if hovering_level_two_button { + raylib.draw_rgb_split_text( + Vector2::new(70.0, 350.0), + ">>", + 25, + hovering_level_two_button, + Color::WHITE, + ); + }; + + let hovering_level_three_button = Rectangle::new(100.0, 400.0, 210.0, 20.0) + .check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(100.0, 400.0), + "LEVEL THREE", + 25, + hovering_level_three_button, + Color::WHITE, + ); + if hovering_level_three_button { + raylib.draw_rgb_split_text( + Vector2::new(70.0, 400.0), + ">>", + 25, + hovering_level_three_button, + Color::WHITE, + ); + }; + + let hovering_level_four_button = Rectangle::new(100.0, 450.0, 200.0, 20.0) + .check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(100.0, 450.0), + "LEVEL FOUR", + 25, + hovering_level_four_button, + Color::WHITE, + ); + if hovering_level_four_button { + raylib.draw_rgb_split_text( + Vector2::new(70.0, 450.0), + ">>", + 25, + hovering_level_four_button, + Color::WHITE, + ); + }; + + let hovering_level_five_button = Rectangle::new(100.0, 500.0, 200.0, 20.0) + .check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(100.0, 500.0), + "LEVEL FIVE", + 25, + hovering_level_five_button, + Color::WHITE, + ); + if hovering_level_five_button { + raylib.draw_rgb_split_text( + Vector2::new(70.0, 500.0), + ">>", + 25, + hovering_level_five_button, + Color::WHITE, + ); + }; + + //Back to Menu + let hovering_back_button = Rectangle::new(35.0, screen_size.y as f32 - 80.0, 200.0, 40.0) + .check_collision_point_rec(mouse_position); + raylib.draw_rgb_split_text( + Vector2::new(25.0, screen_size.y - 50.0), + "BACK TO MENU", + 25, + hovering_back_button, + Color::WHITE, + ); + self.is_btm_pressed = hovering_back_button && mouse_pressed; + } +} diff --git a/game/src/scenes/main_menu_screen.rs b/game/src/scenes/main_menu_screen.rs index 389dfb9..4092405 100644 --- a/game/src/scenes/main_menu_screen.rs +++ b/game/src/scenes/main_menu_screen.rs @@ -83,7 +83,7 @@ impl Action<Scenes, ScreenError, GameContext> for MainMenuScreen { .flag_send .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) .unwrap(); - Ok(ActionFlag::SwitchState(Scenes::InGameScene)) + Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen)) } else if self.is_htp_pressed { context .flag_send @@ -271,6 +271,8 @@ impl ScreenSpaceRender for MainMenuScreen { }; self.is_options_pressed = mouse_pressed && hovering_options; + + // CREDITS let hovering_credits = Rectangle::new(80.0, 445.0, 135.0, 20.0).check_collision_point_rec(mouse_position); diff --git a/game/src/scenes/mod.rs b/game/src/scenes/mod.rs index 1143503..963cfb3 100644 --- a/game/src/scenes/mod.rs +++ b/game/src/scenes/mod.rs @@ -1,11 +1,4 @@ -use self::{ - pause_screen::PauseScreen, - fsm_error_screen::FsmErrorScreen, - ingame_scene::{level::loader::load_all_levels, InGameScreen}, - main_menu_screen::MainMenuScreen, options_screen::OptionsScreen, how_to_play_screen::HowToPlayScreen, - death_screen::DeathScreen, win_screen::WinScreen, - next_level_screen::NextLevelScreen -}; +use self::{death_screen::DeathScreen, fsm_error_screen::FsmErrorScreen, how_to_play_screen::HowToPlayScreen, ingame_scene::{level::loader::load_all_levels, InGameScreen}, level_select_screen::LevelSelectScreen, main_menu_screen::MainMenuScreen, next_level_screen::NextLevelScreen, options_screen::OptionsScreen, pause_screen::PauseScreen, win_screen::WinScreen}; use crate::{context::GameContext, utilities::{datastore::{ResourceLoadError, load_music_from_internal_data, load_sound_from_internal_data, load_texture_from_internal_data}, non_ref_raylib::HackedRaylibHandle}}; use dirty_fsm::StateMachine; use raylib::{texture::Texture2D, RaylibThread}; @@ -19,6 +12,7 @@ pub mod pause_screen; pub mod death_screen; pub mod win_screen; pub mod next_level_screen; +pub mod level_select_screen; /// Defines all scenes #[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Hash)] @@ -33,6 +27,7 @@ pub enum Scenes { DeathScreen, WinScreen, NextLevelScreen, + LevelSelectScreen, } /// Contains any possible errors thrown while rendering @@ -72,6 +67,7 @@ pub fn build_screen_state_machine( machine.add_action(Scenes::DeathScreen, DeathScreen::new())?; machine.add_action(Scenes::WinScreen, WinScreen::new())?; machine.add_action(Scenes::NextLevelScreen, NextLevelScreen::new())?; + machine.add_action(Scenes::LevelSelectScreen, LevelSelectScreen::new())?; Ok(machine) } From 30e900dcfd0698d18981e832a4405ce43021ff0a Mon Sep 17 00:00:00 2001 From: Evan Pratten <ewpratten@gmail.com> Date: Sun, 3 Oct 2021 16:14:36 -0400 Subject: [PATCH 2/3] make level select extendable --- game/src/context.rs | 9 +- game/src/lib.rs | 13 ++- game/src/scenes/level_select_screen.rs | 145 ++++++++----------------- game/src/scenes/mod.rs | 4 +- game/src/utilities/mod.rs | 1 + game/src/utilities/reusable_button.rs | 20 ++++ 6 files changed, 84 insertions(+), 108 deletions(-) create mode 100644 game/src/utilities/reusable_button.rs diff --git a/game/src/context.rs b/game/src/context.rs index 6612f52..422e72c 100644 --- a/game/src/context.rs +++ b/game/src/context.rs @@ -4,7 +4,11 @@ use chrono::{DateTime, Duration, Utc}; use discord_sdk::activity::ActivityBuilder; use raylib::audio::Sound; -use crate::{GameConfig, progress::ProgressData, utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle}}; +use crate::{ + progress::ProgressData, + utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle}, + GameConfig, +}; #[derive(Debug)] pub enum ControlFlag { @@ -13,7 +17,7 @@ pub enum ControlFlag { UpdateLevelStart(DateTime<Utc>), SaveProgress, MaybeUpdateHighScore(usize, Duration), - SoundTrigger(String) + SoundTrigger(String), } #[derive(Debug)] @@ -24,6 +28,7 @@ pub struct GameContext { pub config: GameConfig, pub player_progress: ProgressData, pub current_level: usize, + pub total_levels: usize, pub level_start_time: DateTime<Utc>, pub discord_rpc_send: Sender<Option<ActivityBuilder>>, pub flag_send: Sender<Option<ControlFlag>>, diff --git a/game/src/lib.rs b/game/src/lib.rs index b768fee..36c5d47 100644 --- a/game/src/lib.rs +++ b/game/src/lib.rs @@ -82,7 +82,7 @@ use crate::{ context::GameContext, discord_rpc::{maybe_set_discord_presence, try_connect_to_local_discord}, progress::ProgressData, - scenes::{build_screen_state_machine, Scenes}, + scenes::{build_screen_state_machine, ingame_scene::level::loader::load_all_levels, Scenes}, utilities::{ audio_player::AudioPlayer, datastore::{load_music_from_internal_data, load_sound_from_internal_data}, @@ -191,6 +191,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std: config: game_config.clone(), audio: audio_system, sounds, + total_levels: 0, current_level: 0, player_progress: save_file, level_start_time: Utc::now(), @@ -210,10 +211,14 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std: // Start the song context.audio.play_music_stream(&mut main_song); + // Load all levels + let levels = load_all_levels(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap(); + context.total_levels = levels.len(); + // Get the main state machine info!("Setting up the scene management state machine"); let mut game_state_machine = - build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap(); + build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread, levels).unwrap(); game_state_machine .force_change_state(Scenes::MainMenuScreen) .unwrap(); @@ -374,9 +379,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std: .maybe_write_new_time(level, &time); } context::ControlFlag::SoundTrigger(name) => { - context.audio.play_sound( - context.sounds.get(&name).unwrap(), - ); + context.audio.play_sound(context.sounds.get(&name).unwrap()); } } } diff --git a/game/src/scenes/level_select_screen.rs b/game/src/scenes/level_select_screen.rs index 2ec99c4..aff4619 100644 --- a/game/src/scenes/level_select_screen.rs +++ b/game/src/scenes/level_select_screen.rs @@ -6,29 +6,35 @@ use discord_sdk::activity::{ActivityBuilder, Assets}; use pkg_version::pkg_version_major; use raylib::prelude::*; -use crate::{GameConfig, context::{ControlFlag, GameContext}, utilities::{ +use crate::{ + context::{ControlFlag, GameContext}, + utilities::{ datastore::{load_texture_from_internal_data, ResourceLoadError}, game_version::get_version_string, math::interpolate_exp, non_ref_raylib::HackedRaylibHandle, render_layer::ScreenSpaceRender, - }}; + }, + GameConfig, +}; use super::{Scenes, ScreenError}; use tracing::{debug, error, info, trace}; #[derive(Debug)] pub struct LevelSelectScreen { - is_level_one_pressed: bool, //Is back to menu button pressed is_btm_pressed: bool, + selected_level: Option<usize>, + visible_levels: usize, } impl LevelSelectScreen { /// Construct a new `LevelSelectScreen` pub fn new() -> Self { Self { - is_level_one_pressed: false, is_btm_pressed: false, + selected_level: None, + visible_levels: 0, } } } @@ -52,6 +58,10 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen { error!("Failed to update discord: {}", e); } + // Calculate the number of levels to render + self.visible_levels = + (context.player_progress.level_best_times.len() + 1).min(context.total_levels); + Ok(()) } @@ -63,14 +73,22 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen { trace!("execute() called on LevelSelectScreen"); self.render_screen_space(&mut context.renderer.borrow_mut(), &context.config); - if self.is_level_one_pressed { + if let Some(level) = self.selected_level { + // Play the sound context .flag_send .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) .unwrap(); + + // Switch the level + context + .flag_send + .send(Some(ControlFlag::SwitchLevel(level))) + .unwrap(); + + // Enter the game Ok(ActionFlag::SwitchState(Scenes::InGameScene)) - } - else if self.is_btm_pressed { + } else if self.is_btm_pressed { context .flag_send .send(Some(ControlFlag::SoundTrigger("button-press".to_string()))) @@ -83,7 +101,7 @@ impl Action<Scenes, ScreenError, GameContext> for LevelSelectScreen { fn on_finish(&mut self, _interrupted: bool) -> Result<(), ScreenError> { debug!("Finished LevelSelectScreen"); - self.is_level_one_pressed = false; + self.selected_level = None; self.is_btm_pressed = false; Ok(()) } @@ -124,101 +142,30 @@ impl ScreenSpaceRender for LevelSelectScreen { ); // Render the levels - let hovering_level_one_button = Rectangle::new(100.0, 300.0, 180.0, 20.0) - .check_collision_point_rec(mouse_position); - raylib.draw_rgb_split_text( - Vector2::new(100.0, 300.0), - "LEVEL ONE", - 25, - hovering_level_one_button, - Color::WHITE, - ); - if hovering_level_one_button { + for level in 0..self.visible_levels { + let hovering_button = + Rectangle::new(100.0, 300.0, 180.0, 20.0).check_collision_point_rec(mouse_position); raylib.draw_rgb_split_text( - Vector2::new(70.0, 300.0), - ">>", + Vector2::new(100.0, 300.0), + &format!("LEVEL {}", level), 25, - hovering_level_one_button, + hovering_button, Color::WHITE, ); - }; - self.is_level_one_pressed = mouse_pressed && hovering_level_one_button; - - let hovering_level_two_button = Rectangle::new(100.0, 350.0, 180.0, 20.0) - .check_collision_point_rec(mouse_position); - raylib.draw_rgb_split_text( - Vector2::new(100.0, 350.0), - "LEVEL TWO", - 25, - hovering_level_two_button, - Color::WHITE, - ); - if hovering_level_two_button { - raylib.draw_rgb_split_text( - Vector2::new(70.0, 350.0), - ">>", - 25, - hovering_level_two_button, - Color::WHITE, - ); - }; - - let hovering_level_three_button = Rectangle::new(100.0, 400.0, 210.0, 20.0) - .check_collision_point_rec(mouse_position); - raylib.draw_rgb_split_text( - Vector2::new(100.0, 400.0), - "LEVEL THREE", - 25, - hovering_level_three_button, - Color::WHITE, - ); - if hovering_level_three_button { - raylib.draw_rgb_split_text( - Vector2::new(70.0, 400.0), - ">>", - 25, - hovering_level_three_button, - Color::WHITE, - ); - }; - - let hovering_level_four_button = Rectangle::new(100.0, 450.0, 200.0, 20.0) - .check_collision_point_rec(mouse_position); - raylib.draw_rgb_split_text( - Vector2::new(100.0, 450.0), - "LEVEL FOUR", - 25, - hovering_level_four_button, - Color::WHITE, - ); - if hovering_level_four_button { - raylib.draw_rgb_split_text( - Vector2::new(70.0, 450.0), - ">>", - 25, - hovering_level_four_button, - Color::WHITE, - ); - }; - - let hovering_level_five_button = Rectangle::new(100.0, 500.0, 200.0, 20.0) - .check_collision_point_rec(mouse_position); - raylib.draw_rgb_split_text( - Vector2::new(100.0, 500.0), - "LEVEL FIVE", - 25, - hovering_level_five_button, - Color::WHITE, - ); - if hovering_level_five_button { - raylib.draw_rgb_split_text( - Vector2::new(70.0, 500.0), - ">>", - 25, - hovering_level_five_button, - Color::WHITE, - ); - }; + if hovering_button { + raylib.draw_rgb_split_text( + Vector2::new(70.0, 300.0), + ">>", + 25, + hovering_button, + Color::WHITE, + ); + }; + if mouse_pressed && hovering_button { + self.selected_level = Some(level); + break; + } + } //Back to Menu let hovering_back_button = Rectangle::new(35.0, screen_size.y as f32 - 80.0, 200.0, 40.0) diff --git a/game/src/scenes/mod.rs b/game/src/scenes/mod.rs index 963cfb3..442fd2d 100644 --- a/game/src/scenes/mod.rs +++ b/game/src/scenes/mod.rs @@ -1,4 +1,4 @@ -use self::{death_screen::DeathScreen, fsm_error_screen::FsmErrorScreen, how_to_play_screen::HowToPlayScreen, ingame_scene::{level::loader::load_all_levels, InGameScreen}, level_select_screen::LevelSelectScreen, main_menu_screen::MainMenuScreen, next_level_screen::NextLevelScreen, options_screen::OptionsScreen, pause_screen::PauseScreen, win_screen::WinScreen}; +use self::{death_screen::DeathScreen, fsm_error_screen::FsmErrorScreen, how_to_play_screen::HowToPlayScreen, ingame_scene::{InGameScreen, level::{Level, loader::load_all_levels}}, level_select_screen::LevelSelectScreen, main_menu_screen::MainMenuScreen, next_level_screen::NextLevelScreen, options_screen::OptionsScreen, pause_screen::PauseScreen, win_screen::WinScreen}; use crate::{context::GameContext, utilities::{datastore::{ResourceLoadError, load_music_from_internal_data, load_sound_from_internal_data, load_texture_from_internal_data}, non_ref_raylib::HackedRaylibHandle}}; use dirty_fsm::StateMachine; use raylib::{texture::Texture2D, RaylibThread}; @@ -41,6 +41,7 @@ pub enum ScreenError { pub fn build_screen_state_machine( raylib_handle: &mut HackedRaylibHandle, thread: &RaylibThread, + levels: Vec<Level> ) -> Result< // StateMachine<Scenes, ScreenError, RefCell<(NonRefDrawHandle, Rc<RefCell<GameContext>>)>>, StateMachine<Scenes, ScreenError, GameContext>, @@ -51,7 +52,6 @@ pub fn build_screen_state_machine( load_texture_from_internal_data(raylib_handle, thread, "character/player_run.png").unwrap(); let world_background = load_texture_from_internal_data(raylib_handle, thread, "default-texture.png").unwrap(); - let levels = load_all_levels(raylib_handle, thread).unwrap(); // Set up the state machine let mut machine = StateMachine::new(); diff --git a/game/src/utilities/mod.rs b/game/src/utilities/mod.rs index 666e389..a1965ea 100644 --- a/game/src/utilities/mod.rs +++ b/game/src/utilities/mod.rs @@ -9,3 +9,4 @@ pub mod render_layer; pub mod shaders; pub mod world_paint_texture; pub mod audio_player; +pub mod reusable_button; diff --git a/game/src/utilities/reusable_button.rs b/game/src/utilities/reusable_button.rs new file mode 100644 index 0000000..e370d37 --- /dev/null +++ b/game/src/utilities/reusable_button.rs @@ -0,0 +1,20 @@ +// use raylib::prelude::*; + + +// #[derive(Debug)] +// pub struct ReusableButton { +// text: String, +// position: Vector2, +// font_size: f32, +// font_color: Color, +// arrow_on_hover: bool +// } + +// impl ReusableButton { +// /// Construct a new reusable button. +// pub fn new() -> Self { +// Self { + +// } +// } +// } From dae003b91640e4f93e8b82bac715a17afb04802b Mon Sep 17 00:00:00 2001 From: Evan Pratten <ewpratten@gmail.com> Date: Sun, 3 Oct 2021 16:17:42 -0400 Subject: [PATCH 3/3] Select dem levelz --- game/assets/levels/levels.json | 1 + game/src/scenes/level_select_screen.rs | 6 +++--- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/game/assets/levels/levels.json b/game/assets/levels/levels.json index 768078c..626517d 100644 --- a/game/assets/levels/levels.json +++ b/game/assets/levels/levels.json @@ -1,3 +1,4 @@ [ + "level_0", "level_1" ] diff --git a/game/src/scenes/level_select_screen.rs b/game/src/scenes/level_select_screen.rs index aff4619..029d8a3 100644 --- a/game/src/scenes/level_select_screen.rs +++ b/game/src/scenes/level_select_screen.rs @@ -144,9 +144,9 @@ impl ScreenSpaceRender for LevelSelectScreen { // Render the levels for level in 0..self.visible_levels { let hovering_button = - Rectangle::new(100.0, 300.0, 180.0, 20.0).check_collision_point_rec(mouse_position); + Rectangle::new(100.0, 300.0 + (25.0 * level as f32), 180.0, 25.0 ).check_collision_point_rec(mouse_position); raylib.draw_rgb_split_text( - Vector2::new(100.0, 300.0), + Vector2::new(100.0, 300.0+ (25.0 * level as f32)), &format!("LEVEL {}", level), 25, hovering_button, @@ -154,7 +154,7 @@ impl ScreenSpaceRender for LevelSelectScreen { ); if hovering_button { raylib.draw_rgb_split_text( - Vector2::new(70.0, 300.0), + Vector2::new(70.0, 300.0+ (25.0 * level as f32)), ">>", 25, hovering_button,