#include /* Audio Video Gameplay Control Accessibility Filter */ void RenderOption() { } void RenderInventory() { //DrawTextureRec(); } void DebugInterface() { DrawFPS(10, 10); } void UserInterface(const Player *player) { //player stats //player state and aliement //health and other metric //DrawTextureRec(); DrawText(TextFormat("%i", player->entity.body.health), 0, 0, 16, RED); } void EngineStateSwitch(ENGINE_STATE_E engine_state) { switch (engine_state) { case(SPLASH_SCREEN): { break; } case(GAMELOOP_SCREEN): { break; } case(CREDIT_SCREEN): { break; } case(GAMEOVER_SCREEN): { break; } case(SERVER_SCREEN): { break; } case(SECRET_SCREEN): { break; } case(DEBUG_SCREEN): { break; } default: break; } }