2015-01-25 16:46:11 +03:00
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/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level09 Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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2017-03-19 14:52:13 +03:00
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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2015-01-25 16:46:11 +03:00
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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#define NUM_BOXES 21
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Level09 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Rectangle bwRecs[NUM_BOXES];
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static Color bwColors[NUM_BOXES];
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static bool activated[NUM_BOXES];
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static int resetCounter = 0;
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static bool enableCounter = 0;
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static bool done = false;
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static int levelTimeSec = 0;
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static bool levelFinished = false;
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//----------------------------------------------------------------------------------
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// Level09 Screen Functions Definition
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//----------------------------------------------------------------------------------
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static bool CheckColor(Color col1, Color col2);
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// Level09 Screen Initialization logic
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void InitLevel09Screen(void)
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{
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// Initialize Level09 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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for (int i = 0; i < NUM_BOXES; i++)
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{
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bwRecs[i].x = GetScreenWidth()/7*(i%7);
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bwRecs[i].y = GetScreenHeight()/3*(i/7);
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bwRecs[i].width = GetScreenWidth()/7;
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bwRecs[i].height = GetScreenHeight()/3;
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activated[i] = false;
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if (i%2 == 0) bwColors[i] = LIGHTGRAY;
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else bwColors[i] = GRAY;
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}
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bwColors[10] = RAYWHITE;
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}
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// Level09 Screen Update logic
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void UpdateLevel09Screen(void)
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{
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// Update Level09 screen variables here!
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framesCounter++;
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if (enableCounter) resetCounter++;
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if (!done)
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{
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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for (int i = 0; i < NUM_BOXES; i++)
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{
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if (CheckCollisionPointRec(GetMousePosition(), bwRecs[i]))
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{
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if (i == 10)
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{
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if (CheckColor(bwColors[i], RAYWHITE))
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{
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bwColors[i] = LIGHTGRAY;
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enableCounter = true;
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resetCounter = 0;
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activated[1] = true;
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}
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else
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{
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bwColors[i] = RAYWHITE;
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enableCounter = false;
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resetCounter = 5*60;
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for (int i = 0; i < NUM_BOXES; i++) activated[i] = false;
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}
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}
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else if ((i%2 == 1) && enableCounter)
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{
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if (activated[i])
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{
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bwColors[i] = LIGHTGRAY;
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if (i != 19) activated[i + 2] = true;
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}
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}
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}
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}
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}
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if (resetCounter > (4*60 + 10))
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{
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for (int i = 0; i < NUM_BOXES; i++)
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{
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if (i%2 == 0) bwColors[i] = LIGHTGRAY;
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else bwColors[i] = GRAY;
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activated[i] = false;
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}
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bwColors[10] = RAYWHITE;
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enableCounter = false;
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resetCounter = 0;
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}
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for (int i = 0; i < NUM_BOXES; i++)
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{
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done = true;
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if (!CheckColor(bwColors[i], LIGHTGRAY))
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{
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done = false;
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return;
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}
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//if (done) PlaySound(levelWin);
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}
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}
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if (done && !levelFinished)
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{
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levelTimeSec = framesCounter/60;
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levelFinished = true;
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framesCounter = 0;
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}
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if (levelFinished)
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{
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framesCounter++;
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if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
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}
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}
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// Level09 Screen Draw logic
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void DrawLevel09Screen(void)
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{
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// Draw Level09 screen
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for (int i = 0; i < NUM_BOXES; i++)
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{
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DrawRectangleRec(bwRecs[i], bwColors[i]);
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}
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if (levelFinished)
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{
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DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(RAYWHITE, 0.6f));
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DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, GRAY);
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DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
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}
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else DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level09 Screen Unload logic
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void UnloadLevel09Screen(void)
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{
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// TODO: Unload Level09 screen variables here!
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}
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// Level09 Screen should finish?
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int FinishLevel09Screen(void)
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{
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return finishScreen;
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}
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static bool CheckColor(Color col1, Color col2)
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{
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return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
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}
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