void AdventureWindowAppear(Window *window) { INFO_LOG("Back to the adventure."); DEBUG_LOG("Adventure appear floor %d",GetCurrentFloor()); MenuAppear(window); ShowMainWindowRow(0, "Floor", UpdateFloorText()); adventureWindow = window; UpdateCharacterHealth(); UpdateCharacterLevel(); SetUpdateDelay(); adventureWindowVisible = true; }
void EndMenuAppear(Window *window) { MenuAppear(window); if(characterData.stats.currentHealth <= 0) ShowMainWindowRow(0, "You lose", ""); else ShowMainWindowRow(0, "You win", ""); ShowMainWindowRow(1, "Floor", UpdateFloorText()); ShowMainWindowRow(2, "Level", UpdateLevelText()); ShowMainWindowRow(3, "Gold", UpdateGoldText()); ShowMainWindowRow(4, "Escapes", UpdateEscapeText()); }
void NewFloorMenuAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "New Floor", UpdateFloorText()); }