/********************************************************************************************** * * raylib - Standard Game template * * Level01 Screen Functions Definitions (Init, Update, Draw, Unload) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * * 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" //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Level01 screen global variables static int framesCounter; static int finishScreen; static Rectangle innerLeftRec, outerLeftRec; static Rectangle innerRightRec, outerRightRec; static bool done = false; static int levelTimeSec = 0; static bool levelFinished = false; //---------------------------------------------------------------------------------- // Level01 Screen Functions Definition //---------------------------------------------------------------------------------- // Level01 Screen Initialization logic void InitLevel01Screen(void) { // Initialize Level01 screen variables here! framesCounter = 0; finishScreen = 0; outerLeftRec = (Rectangle){ 0, 0, GetScreenWidth()/2, GetScreenHeight() }; outerRightRec = (Rectangle){ GetScreenWidth()/2, 0, GetScreenWidth()/2, GetScreenHeight() }; innerLeftRec = (Rectangle){ GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400}; innerRightRec = (Rectangle){ GetScreenWidth()/2 + GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400}; } // Level01 Screen Update logic void UpdateLevel01Screen(void) { // Update Level01 screen framesCounter++; if (!done) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { if (CheckCollisionPointRec(GetMousePosition(), innerLeftRec)) { if (innerRightRec.width > 0) { innerRightRec.x += 20; innerRightRec.y += 20; innerRightRec.width -= 40; innerRightRec.height -= 40; } } else if (CheckCollisionPointRec(GetMousePosition(), innerRightRec)) { if (innerLeftRec.width > 0) { innerLeftRec.x += 20; innerLeftRec.y += 20; innerLeftRec.width -= 40; innerLeftRec.height -= 40; } } else if (CheckCollisionPointRec(GetMousePosition(), outerLeftRec)) { innerLeftRec.x -= 20; innerLeftRec.y -= 20; innerLeftRec.width += 40; innerLeftRec.height += 40; } else if (CheckCollisionPointRec(GetMousePosition(), outerRightRec)) { innerRightRec.x -= 20; innerRightRec.y -= 20; innerRightRec.width += 40; innerRightRec.height += 40; } } if (((innerRightRec.width == 0) && (innerLeftRec.height >= GetScreenHeight())) || ((innerLeftRec.width == 0) && (innerRightRec.height >= GetScreenHeight()))) { done = true; PlaySound(levelWin); } } if (done && !levelFinished) { levelTimeSec = framesCounter/60; levelFinished = true; framesCounter = 0; } if (levelFinished) { framesCounter++; if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true; } } // Level01 Screen Draw logic void DrawLevel01Screen(void) { // Draw Level01 screen if (!levelFinished) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), LIGHTGRAY); else DrawRectangle(60, 60, GetScreenWidth() - 120, GetScreenHeight() - 120, LIGHTGRAY); DrawRectangleRec(outerLeftRec, GRAY); DrawRectangleRec(innerLeftRec, RAYWHITE); DrawRectangleRec(outerRightRec, RAYWHITE); DrawRectangleRec(innerRightRec, GRAY); if (levelFinished) { DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f)); DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, GRAY); DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY); } else DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, LIGHTGRAY); } // Level01 Screen Unload logic void UnloadLevel01Screen(void) { // TODO: Unload Level01 screen variables here! } // Level01 Screen should finish? int FinishLevel01Screen(void) { return finishScreen; }