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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* Level02 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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#include <math.h>
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Level02 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Vector2 bouncingBallPos;
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static float bouncingBallRadius = 40;
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static Vector2 bouncingBallSpeed;
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static Vector2 holeCirclePos;
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static float holeCircleRadius = 50;
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static bool ballOnHole = 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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// Level02 Screen Functions Definition
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//----------------------------------------------------------------------------------
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float Vector2Distance(Vector2 v1, Vector2 v2);
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// Level02 Screen Initialization logic
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void InitLevel02Screen(void)
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{
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// TODO: Initialize Level02 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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bouncingBallPos = (Vector2){ 120, 80 };
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bouncingBallSpeed = (Vector2){ 6, 8 };
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holeCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
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}
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// Level02 Screen Update logic
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void UpdateLevel02Screen(void)
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{
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// Update Level02 screen
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framesCounter++;
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if (!ballOnHole)
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{
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bouncingBallPos.x += bouncingBallSpeed.x;
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bouncingBallPos.y += bouncingBallSpeed.y;
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if (((bouncingBallPos.x - bouncingBallRadius) <= 0) || ((bouncingBallPos.x + bouncingBallRadius) >= GetScreenWidth())) bouncingBallSpeed.x *= -1;
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if (((bouncingBallPos.y - bouncingBallRadius) <= 0) || ((bouncingBallPos.y + bouncingBallRadius) >= GetScreenHeight())) bouncingBallSpeed.y *= -1;
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Vector2 mousePos = GetMousePosition();
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if (CheckCollisionPointCircle(mousePos, bouncingBallPos, 120))
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{
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bouncingBallPos.x = GetRandomValue(80, 1200);
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bouncingBallPos.y = GetRandomValue(80, 650);
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}
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if (CheckCollisionPointCircle(mousePos, holeCirclePos, 120))
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{
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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holeCirclePos = mousePos;
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if ((holeCirclePos.x - holeCircleRadius) <= 0) holeCirclePos.x = holeCircleRadius;
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else if ((holeCirclePos.x + holeCircleRadius) >= GetScreenWidth()) holeCirclePos.x = GetScreenWidth() - holeCircleRadius;
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if ((holeCirclePos.y - holeCircleRadius) <= 0) holeCirclePos.y = holeCircleRadius;
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else if ((holeCirclePos.y + holeCircleRadius) >= GetScreenHeight()) holeCirclePos.y = GetScreenHeight() - holeCircleRadius;
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}
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}
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if (Vector2Distance(bouncingBallPos, holeCirclePos) < 20)
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{
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ballOnHole = true;
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PlaySound(levelWin);
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}
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}
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if (ballOnHole && !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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// Level02 Screen Draw logic
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void DrawLevel02Screen(void)
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{
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// Draw Level02 screen
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DrawCircleV(holeCirclePos, holeCircleRadius, LIGHTGRAY);
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DrawCircleV(bouncingBallPos, bouncingBallRadius, DARKGRAY);
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DrawCircleLines(bouncingBallPos.x, bouncingBallPos.y, 120, Fade(LIGHTGRAY, 0.8f));
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if (levelFinished)
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{
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DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
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DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 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 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level02 Screen Unload logic
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void UnloadLevel02Screen(void)
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{
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// TODO: Unload Level02 screen variables here!
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}
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// Level02 Screen should finish?
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int FinishLevel02Screen(void)
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{
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return finishScreen;
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}
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