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7h 5m 46s logged

UI Overhaul - Done!

So I changed the entire UI, game UI is tough, even more so when you have a lot of moving components.

I never had ever use any library like orui so it was fun, but at the same time - confusing at times. Like for example: there are only 2 components for drawing (container and label). I mean there’s also element, but that is just an empty container.

Also I’ve tried everything but you can’t just get hover information for the container element.

I need some color suggestions for the buttons in options menu, they look kinda dull…

All the colors are taken from pallets at coolors.co!

Icons!!

So while at it, I wanted to add icons. This was hell. A very bad idea. Let me tell you why - orui doesn’t support icons by default, so you’ve got to load another font to draw the icons.

Now, Raylib can’t draw icon fonts, until you specify all the individual codepoints…here’s the code required to load a font with 3 icons:

icon_codepoints := [?]rune {
    0xe048, // ICON_LUCIDE_ARROW_LEFT
    0xe049, // ICON_LUCIDE_ARROW_RIGHT
    0xe14d, // ICON_LUCIDE_SAVE
    0xe18e, // ICON_LUCIDE_TRASH_2
}

icon_font = rl.LoadFontEx(
    "./res/fonts/lucide.ttf",
    32,
    &icon_codepoints[0],
    len(icon_codepoints),
)

Animation Blending

Made the animation transition buttery smooth!! Look at the video!!

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