/********************************************************************************************** * * 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 doorLeft; static Door doorRight; // Decalre monsters static Monster blazon01; static Monster blazon02; static Monster blazon03; static bool monsterHover = false; static int monsterCheck = -1; // Identify checking monster static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!"; 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; //---------------------------------------------------------------------------------- // Gameplay Screen Functions Definition //---------------------------------------------------------------------------------- // Gameplay Screen Initialization logic void InitArmoryScreen(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_armory.png"); // Initialize doors doorLeft.position = (Vector2) { -50, 145 }; 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; doorRight.position = (Vector2) { 1074, 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}; doorRight.selected = false; // Monster init: blazon01 blazon01.position = (Vector2){ 300, 260 }; blazon01.texture = LoadTexture("resources/textures/monster_blazon01.png"); blazon01.currentFrame = 0; blazon01.framesCounter = 0; blazon01.numFrames = 4; blazon01.bounds = (Rectangle){ blazon01.position.x, blazon01.position.y + 20, 160, 230 }; blazon01.frameRec = (Rectangle) { 0, 0, blazon01.texture.width/blazon01.numFrames, blazon01.texture.height }; blazon01.selected = false; blazon01.active = false; blazon01.spooky = true; // Monster init: blazon02 blazon02.position = (Vector2){ 550, 260 }; blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png"); blazon02.currentFrame = 0; blazon02.framesCounter = 0; blazon02.numFrames = 4; blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 }; blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height }; blazon02.selected = false; blazon02.active = false; blazon02.spooky = true; // Monster init: blazon03 blazon03.position = (Vector2){ 800, 260 }; blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png"); blazon03.currentFrame = 0; blazon03.framesCounter = 0; blazon03.numFrames = 4; blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 }; blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height }; blazon03.selected = false; blazon03.active = false; blazon03.spooky = false; } // Gameplay Screen Update logic void UpdateArmoryScreen(void) { 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: 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 = 2; } } } if (msgState > 2) { UpdatePlayer(); // Monsters logic UpdateMonster(&blazon01); UpdateMonster(&blazon02); UpdateMonster(&blazon03); } // Check player hover monsters to interact if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) || ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) || ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true; else monsterHover = false; // Monters logic: blazon01 if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) { blazon01.selected = true; if ((IsKeyPressed(KEY_SPACE)) || ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds)))) { SearchKeyPlayer(); searching = true; framesCounter = 0; monsterCheck = 1; } } else blazon01.selected = false; // Monters logic: blazon02 if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) { blazon02.selected = true; if ((IsKeyPressed(KEY_SPACE)) || ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds)))) { SearchKeyPlayer(); searching = true; framesCounter = 0; monsterCheck = 2; } } else blazon02.selected = false; // Monters logic: blazon03 if ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active) { blazon03.selected = true; if ((IsKeyPressed(KEY_SPACE)) || ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon03.bounds)))) { SearchKeyPlayer(); searching = true; framesCounter = 0; monsterCheck = 3; } } else blazon03.selected = false; if (searching) { framesCounter++; if (framesCounter > 180) { if (monsterCheck == 1) { if (blazon01.spooky) { ScarePlayer(); PlaySound(sndScream); } else FindKeyPlayer(); blazon01.active = true; blazon01.selected = false; } else if (monsterCheck == 2) { if (blazon02.spooky) { ScarePlayer(); PlaySound(sndScream); } else FindKeyPlayer(); blazon02.active = true; blazon02.selected = false; } else if (monsterCheck == 3) { if (blazon03.spooky) { ScarePlayer(); PlaySound(sndScream); } else FindKeyPlayer(); blazon03.active = true; blazon03.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++; } // Gameplay Screen Draw logic void DrawArmoryScreen(void) { DrawTexture(background, 0, 0, WHITE); // Draw monsters DrawMonster(blazon01, 0); DrawMonster(blazon02, 0); DrawMonster(blazon03, 0); // Draw door if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN); else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE); if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN); else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, 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(blazon01.bounds, Fade(RED, 0.6f)); DrawRectangleRec(blazon02.bounds, Fade(RED, 0.6f)); DrawRectangleRec(blazon03.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 UnloadArmoryScreen(void) { // TODO: Unload GAMEPLAY screen variables here! UnloadTexture(background); UnloadMonster(blazon01); UnloadMonster(blazon02); UnloadMonster(blazon03); } // Gameplay Screen should finish? int FinishArmoryScreen(void) { return finishScreen; }