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finishScreen.c
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finishScreen.c
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#include "raylib.h"
#include "finishScreen.h"
#include "raygui.h"
#include "config.h"
#include "beatmap.h"
#include "globalState.h"
int backButtonSwitch = 0;
void DrawFinishScreen() {
BeginDrawing();
DrawTexturePro(currentBeatmap->background, (Rectangle) { 0, 0, (float)screenWidth, (float)screenHeight },
(Rectangle) { 0, 0, (float)screenWidth, (float)screenHeight }, (Vector2) { 0, 0 }, 0,
WHITE);
DrawRectangleGradientV(0, 0, screenWidth, screenHeight, BLACK, BLANK);
DrawTextEx(GuiGetFont(), "Finished!", (Vector2) { 100, 55 }, 48, 2, WHITE);
DrawTextEx(GuiGetFont(), TextFormat("Great: %i", greatCounter), (Vector2) { 100, 100 }, 20, 2, WHITE);
DrawTextEx(GuiGetFont(), TextFormat("Good: %i", goodCounter), (Vector2) { 100, 120 }, 20, 2, WHITE);
DrawTextEx(GuiGetFont(), TextFormat("Misses: %i", missCounter), (Vector2) { 100, 140 }, 20, 2, WHITE);
DrawTextEx(GuiGetFont(), TextFormat("%.2f%%", accuracy), (Vector2) { 100, 160 }, 68, 2, WHITE);
backButtonSwitch = GuiButton((Rectangle){ 100, (float)screenHeight - 200, (float)screenWidth / 3, (float)screenHeight / 7 },
"Back");
DisplayVolume(currentVolume, changeTime);
EndDrawing();
}
void UpdateFinishScreen() {
if(backButtonSwitch || IsKeyPressed(KEY_ESCAPE) || IsKeyPressed(KEY_ENTER)) {
ResetGameplayVariables();
gameStateSwitch = Menu;
}
}