/********************************************************************************************** * * raylib - Standard Game template * * Level05 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" #define NUM_CIRCLES 10 //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Level05 screen global variables static int framesCounter; static int finishScreen; static Vector2 circleCenter; static float circleRadius[NUM_CIRCLES]; static bool circleLocked[NUM_CIRCLES]; static Color circleColor[NUM_CIRCLES]; static bool done = false; static int levelTimeSec = 0; static bool levelFinished = false; //---------------------------------------------------------------------------------- // Level05 Screen Functions Definition //---------------------------------------------------------------------------------- static bool CheckColor(Color col1, Color col2); // Level05 Screen Initialization logic void InitLevel05Screen(void) { // Initialize Level05 screen variables here! framesCounter = 0; finishScreen = 0; circleCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 }; for (int i = 0; i < NUM_CIRCLES; i++) { circleRadius[i] = 760/NUM_CIRCLES*(NUM_CIRCLES - i); circleLocked[i] = false; } // That's a dirty hack to give sonme coherence to this puzzle... circleColor[9] = GRAY; circleColor[8] = RAYWHITE; circleColor[7] = RAYWHITE; circleColor[6] = GRAY; circleColor[5] = RAYWHITE; circleColor[4] = GRAY; circleColor[3] = GRAY; circleColor[2] = GRAY; circleColor[1] = RAYWHITE; circleColor[0] = GRAY; } // Level05 Screen Update logic void UpdateLevel05Screen(void) { // Update Level05 screen variables here! framesCounter++; if (!done) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { for (int i = NUM_CIRCLES - 1; i >= 0; i--) { if (CheckCollisionPointCircle(GetMousePosition(), circleCenter, circleRadius[i])) { if (i == 0) { if (CheckColor(circleColor[8], GRAY)) circleColor[8] = RAYWHITE; else circleColor[8] = GRAY; } else if (i == 2) { if (CheckColor(circleColor[5], GRAY)) circleColor[5] = RAYWHITE; else circleColor[5] = GRAY; } else if (i == 3) { if (CheckColor(circleColor[6], GRAY)) circleColor[6] = RAYWHITE; else circleColor[6] = GRAY; } else { if (CheckColor(circleColor[i], GRAY)) circleColor[i] = RAYWHITE; else circleColor[i] = GRAY; } return; } } } // Check all cicles done for (int i = 0; i < NUM_CIRCLES; i++) { done = true; if (CheckColor(circleColor[i], RAYWHITE)) { done = false; return; } //if (done) PlaySound(levelWin); } } if (done && !levelFinished) { levelTimeSec = framesCounter/60; levelFinished = true; framesCounter = 0; } if (levelFinished) { framesCounter++; if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true; } } // Level05 Screen Draw logic void DrawLevel05Screen(void) { // Draw Level05 screen for (int i = 0; i < NUM_CIRCLES; i++) { DrawPoly(circleCenter, 64, circleRadius[i], 0.0f, circleColor[i]); } if (levelFinished) { DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f)); DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 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 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, LIGHTGRAY); } // Level05 Screen Unload logic void UnloadLevel05Screen(void) { // TODO: Unload Level05 screen variables here! } // Level05 Screen should finish? int FinishLevel05Screen(void) { return finishScreen; } static bool CheckColor(Color col1, Color col2) { return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a)); }