module graphics.effects; import raylib; import std.stdio; import variables; import std.string; import system.abstraction; import system.config; import std.algorithm; import system.abstraction; import std.file; int screenWidth; int screenHeight; Texture2D[] loadAnimationFramesUI(const string fileDir, const string animationFileName) { screenWidth = GetScreenWidth(); screenHeight = GetScreenHeight(); Texture2D[] frames; uint frameIndex = 1; while (true) { string frameFileName = format("%s-%03d.png", animationFileName, frameIndex); if (std.file.exists(fileDir~"/"~frameFileName) == false) break; debug debugWriteln(frameFileName); Texture2D texture = LoadTexture((fileDir~"/"~frameFileName).toStringz()); frames ~= texture; debug debugWriteln("Loaded frame for UI ", frameIndex, " - ", frameFileName); frameIndex++; } debug debugWriteln("Frames for ui animations length: ", frames.length); return frames; } void playUIAnimation(Texture2D[] frames) { static float frameTime = 0.0f; if (playAnimation) { frameTime += GetFrameTime(); while (frameTime >= frameDuration && frameDuration > 0) { frameTime -= frameDuration; currentFrame = cast(int)((currentFrame + 1) % frames.length); } int frameWidth = frames[currentFrame].width; int frameHeight = frames[currentFrame].height; DrawTexturePro( frames[currentFrame], Rectangle(0, 0, frameWidth, frameHeight), Rectangle(0, 0, screenWidth, screenHeight), Vector2(0, 0), 0, Color(255, 255, 255, 127) ); } else { frameTime = 0.0f; currentFrame = 0; } } Sound sfx; void playSfx(string filename) { debug debugWriteln("Loading & playing SFX"); sfx = LoadSound(filename.toStringz()); PlaySound(sfx); }