/********************************************************************************************** * * raylib - Advance Game template * * Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #include "raylib.h" #include "screens.h" #include "../player.h" #include "../monster.h" #include //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Gameplay screen global variables static int framesCounter; static int finishScreen; static Texture2D background; // Declare doors static Door doorRight; static Door doorCenter; static Door doorLeft; // Decalre monsters static Monster lamp; static Monster picture; static bool monsterHover = false; static int monsterCheck = -1; // Identify checking monster static const char message[256] = "WHO IS THERE???\nANYBODY IN THE ROOM???"; static int msgPosX = 100; static int msgState = 0; // 0-writting, 1-wait, 2-choose static int lettersCounter = 0; static char msgBuffer[256] = { '\0' }; static int msgCounter = 0; static bool searching = false; static int scroll = 0; //---------------------------------------------------------------------------------- // Gameplay Screen Functions Definition //---------------------------------------------------------------------------------- // Gameplay Screen Initialization logic void InitAisle01Screen(void) { ResetPlayer(); // Reset Screen variables monsterHover = false; monsterCheck = -1; msgState = 0; msgCounter = 0; lettersCounter = 0; for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; framesCounter = 0; finishScreen = 0; background = LoadTexture("resources/textures/background_aisle01.png"); scroll = player.position.x - 200; // Initialize doors doorLeft.position = (Vector2) { -30, 135 }; doorLeft.facing = 0; doorLeft.locked = true; doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2}; doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2}; doorLeft.selected = false; doorCenter.position = (Vector2) { 1115, 104 }; doorCenter.facing = 1; doorCenter.locked = true; doorCenter.frameRec =(Rectangle) {((doors.width/3)*doorCenter.facing), doors.height/2, doors.width/3, doors.height/2}; doorCenter.bound = (Rectangle) { doorCenter.position.x, doorCenter.position.y, doors.width/3, doors.height/2}; doorCenter.selected = false; doorRight.position = (Vector2) { 1710, 140 }; doorRight.facing = 2; doorRight.locked = true; doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2}; doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2}; // Monster init: lamp lamp.position = (Vector2){ 187, 256 }; lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png"); lamp.currentFrame = 0; lamp.framesCounter = 0; lamp.numFrames = 4; lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y, 90, 380 }; lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height }; lamp.selected = false; lamp.active = false; lamp.spooky = true; // Monster init: arc picture.position = (Vector2){ 637, 178 }; picture.texture = LoadTexture("resources/textures/monster_picture.png"); picture.currentFrame = 0; picture.framesCounter = 0; picture.numFrames = 4; picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 256 }; picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height }; picture.selected = false; picture.active = false; picture.spooky = false; } // Gameplay Screen Update logic void UpdateAisle01Screen(void) { // Update doors bounds doorLeft.bound.x = doorLeft.position.x - scroll; doorCenter.bound.x = doorCenter.position.x - scroll; doorRight.bound.x = doorRight.position.x - scroll; if (player.key) { // Door: left if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; else doorLeft.selected = false; if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound))) { if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE))) { if (doorLeft.locked) { doorLeft.frameRec.y = 0; doorLeft.locked = false; PlaySound(sndDoor); } else finishScreen = 1; } } // Door: center if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; else doorCenter.selected = false; if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound))) { if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE))) { if (doorCenter.locked) { doorCenter.frameRec.y = 0; doorCenter.locked = false; PlaySound(sndDoor); } else finishScreen = 2; } } // Door: right if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; else doorRight.selected = false; if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound))) { if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE))) { if (doorRight.locked) { doorRight.frameRec.y = 0; doorRight.locked = false; PlaySound(sndDoor); } else finishScreen = 3; } } } if (msgState > 2) { UpdatePlayer(); // Monsters logic UpdateMonster(&lamp); UpdateMonster(&picture); } // Update monster bounds lamp.bounds.x = lamp.position.x + 20 - scroll; picture.bounds.x = picture.position.x + 44 - scroll; // Check player hover monsters to interact if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) || ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)) monsterHover = true; else monsterHover = false; // Monters logic: lamp if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) { lamp.selected = true; if ((IsKeyPressed(KEY_SPACE)) || ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds)))) { SearchKeyPlayer(); searching = true; framesCounter = 0; monsterCheck = 1; } } else lamp.selected = false; // Monters logic: picture if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) { picture.selected = true; if ((IsKeyPressed(KEY_SPACE)) || ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds)))) { SearchKeyPlayer(); searching = true; framesCounter = 0; monsterCheck = 2; } } else picture.selected = false; if (searching) { framesCounter++; if (framesCounter > 180) { if (monsterCheck == 1) { if (lamp.spooky) { ScarePlayer(); PlaySound(sndScream); } else FindKeyPlayer(); lamp.active = true; lamp.selected = false; } else if (monsterCheck == 2) { if (picture.spooky) { ScarePlayer(); PlaySound(sndScream); } else FindKeyPlayer(); picture.active = true; picture.selected = false; } searching = false; framesCounter = 0; } } // Text animation framesCounter++; if ((framesCounter%2) == 0) lettersCounter++; if (msgState == 0) { if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); else { for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; lettersCounter = 0; msgState = 1; } if (IsKeyPressed(KEY_ENTER)) msgState = 1; } else if (msgState == 1) { msgCounter++; if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) { msgState = 2; msgCounter = 0; } } else if (msgState == 2) { msgCounter++; if (msgCounter > 180) msgState = 3; } else msgCounter++; if (player.position.x > 200) { scroll = player.position.x - 200; if (scroll > 620) scroll = 620; } } // Gameplay Screen Draw logic void DrawAisle01Screen(void) { DrawTexture(background, -scroll, 0, WHITE); // Draw monsters DrawMonster(lamp, scroll); DrawMonster(picture, scroll); // Draw door Vector2 doorScrollPos = { doorCenter.position.x - scroll, doorCenter.position.y }; if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, GREEN); else DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, WHITE); doorScrollPos = (Vector2){ doorLeft.position.x - scroll, doorLeft.position.y }; if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN); else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE); doorScrollPos = (Vector2){ doorRight.position.x - scroll, doorRight.position.y }; if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, GREEN); else DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, WHITE); // Draw messsages if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); if (msgState == 0) { DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); } else if (msgState == 1) { DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); } else if (msgState == 2) { if ((msgCounter/30)%2) { DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f)); DrawRectangleRec(picture.bounds, Fade(RED, 0.6f)); } } else { if ((monsterHover) && ((msgCounter/30)%2)) { DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); } } DrawPlayer(); // NOTE: Also draws mouse pointer! } // Gameplay Screen Unload logic void UnloadAisle01Screen(void) { // TODO: Unload GAMEPLAY screen variables here! UnloadTexture(background); UnloadMonster(lamp); UnloadMonster(picture); } // Gameplay Screen should finish? int FinishAisle01Screen(void) { return finishScreen; }