/********************************************************************************************** * * raylib - Advance Game template * * Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) * * Copyright (c) 2014-2018 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" #include "raymath.h" #include #define TILE_REQUIRED_CLEAN_TIME 2 // Frames it takes to clean a dirt level #define TILE_SCORE_BY_CLEANED_LEVEL 100 // Score by cleanied dirt level #define TILE_REQUIRED_CLEAN_AREA 28*28 // Required are for actually cleaning tile #define TILE_SIZE 36 // Tile size, it should match texture #define MAX_TILES_X 32 #define MAX_TILES_Y 17 #define CAT_TARGET_RADIUS 3 // Target proximity radius #define CAT_DIRT_CELL_RADIUS 2 // Cells around cat for dirt spreading #define TIME_LIMIT_SECONDS 180 // Time to complete the level in seconds #define MAX_SCORE_POPUPS 60 // Maximum simultaneous score pop-ups! //---------------------------------------------------------------------------------- // Module types //---------------------------------------------------------------------------------- // One dirt tile type typedef struct { Vector2 position; // Relative to top-left corner int level; // Dirtiness: 0-Clean, 1-2-3-Dirt levels int state; // Current dirtiness state int counter; // Frames counter for cleaning //int time; // Time it takes to make it clean --> Depends on level //int score; // It depends on the dirt level bool cleaned; // If it was cleaned (not clean by default) } Dirtile; // Score poping-up type typedef struct { Vector2 position; int value; float alpha; bool enabled; } ScorePopup; // Furniture tile set typedef struct { int id; // Furniture tile id int posX; // Position X on tileset int posY; // Position Y on tileset int width; // Furniture piece width int height; // Furniture piece height } FurSet; // Furniture type typedef struct { int furId; // Tileset id int cellX; // Cell position X int cellY; // Cell position Y int state; // 0-Block, 1-Alpha, 2-Breakable int counter; // Counter in case of break } Furniture; //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Gameplay screen global variables static int framesCounter; static int timeLevelSeconds; static bool levelFinished; static int finishScreen; const Vector2 roomOffset = { 70, 70 }; static Texture2D roomba; static Texture2D cat; static Texture2D dirtiles; static Texture2D furniture; #if defined(TILE_VIEWER_MODE) static Texture2D tracemap; static Texture2D fursetid; #endif static Music catch; static Sound fxCat[2]; static Sound fxRoomba[3]; static Vector2 roombaPosition = { 100, 100 }; static Vector2 roombaSpeed = { 4, 4 }; static int roombaTilePosX = 0, roombaTilePosY = 0; static Vector2 catPosition = { 0, 0 }; static Vector2 catTargetPosition = { 0, 0 }; static Vector2 catSpeed = { 3, 3 }; static int catTilePosX = 0, catTilePosY = 0; static bool catShouldMove = false; static Vector2 mousePosition = { 0, 0 }; static int mouseTileX = -1, mouseTileY = -1; static Dirtile tiles[MAX_TILES_X*MAX_TILES_Y] = { 0 }; static ScorePopup popup[MAX_SCORE_POPUPS] = { 0 }; static FurSet furset[32] = { -1 }; static Furniture furmap[40] = { -1 }; static int furnitureCount = 0; // Furniture collisions map // 0-block, 1-normal, 2-alpha, 3-breakable static int furcolmap[MAX_TILES_X*MAX_TILES_Y] = { 1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1, 1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1, 0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,3,3,1,1,1,1,0,0, 3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,3,3,1,1,1,1,0,0, 3,3,1,1,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0, 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,0,0,0,0,0,0,0,0, 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1, 0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1, 0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1, 0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1, 0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0, 0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0 }; static bool showObjective = false; //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- static float GetTileCleanPercent(void); //---------------------------------------------------------------------------------- // Gameplay Screen Functions Definition //---------------------------------------------------------------------------------- // Gameplay Screen Initialization logic void InitGameplayScreen(void) { // Initialize GAMEPLAY screen variables here! framesCounter = 0; finishScreen = 0; timeLevelSeconds = TIME_LIMIT_SECONDS; levelFinished = false; roomba = LoadTexture("resources/roomba.png"); cat = LoadTexture("resources/cat.png"); dirtiles = LoadTexture("resources/dirtiles.png"); furniture = LoadTexture("resources/furniture.png"); #if defined(TILE_VIEWER_MODE) tracemap = LoadTexture("resources/tracemap.png"); fursetid = LoadTexture("resources/fursetid.png"); #endif int furCount = 0; FILE *fursetFile = fopen("resources/furset.txt", "rt"); if (fursetFile != NULL) { char buffer[512] = { 0 }; while (!feof(fursetFile)) { fgets(buffer, 512, fursetFile); switch (buffer[0]) { case 'f': { sscanf(buffer, "f %i %i %i %i %i", &furset[furCount].id, &furset[furCount].posX, &furset[furCount].posY, &furset[furCount].width, &furset[furCount].height); furCount++; } break; case '.': // This is a comment default: break; } } fclose(fursetFile); } // Position and size come in cell form, not pixels for (int i = 0; i < furCount; i++) { furset[i].posX *= TILE_SIZE; furset[i].posY *= TILE_SIZE; furset[i].width *= TILE_SIZE; furset[i].height *= TILE_SIZE; } printf("Furniture SET elements read: %i\n", furCount); // Init furniture elements FILE *furnitureFile = fopen("resources/furmap.txt", "rt"); if (furnitureFile != NULL) { char buffer[512] = { 0 }; while (!feof(furnitureFile)) { fgets(buffer, 512, furnitureFile); switch (buffer[0]) { case 'f': { sscanf(buffer, "f %i %i %i %i %i", &furmap[furnitureCount].furId, &furmap[furnitureCount].cellX, &furmap[furnitureCount].cellY, &furmap[furnitureCount].state, &furmap[furnitureCount].counter); furnitureCount++; } break; case '.': // This is a comment default: break; } } fclose(furnitureFile); } printf("Furniture MAP elements read: %i\n", furnitureCount); // Init dirt tiles for (int y = 0; y < MAX_TILES_Y; y++) { for (int x = 0; x < MAX_TILES_X; x++) { tiles[y*MAX_TILES_X + x].position = (Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y }; if ((furcolmap[y*MAX_TILES_X + x] != 0) && (furcolmap[y*MAX_TILES_X + x] != 3)) { // TODO: Level of dirtiness depends on difficulty level // Adjust probability of every tile dirt level int dirt = GetRandomValue(0, 100); if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability } else tiles[y*MAX_TILES_X + x].level = 0; tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level; tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME; tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false; } } // Init score popups for (int i = 0; i < MAX_SCORE_POPUPS; i++) { popup[i].position = (Vector2){ 0, 0 }; popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL; popup[i].enabled = false; popup[i].alpha = 1.0f; } // Init cat position catPosition = (Vector2){ 30*TILE_SIZE + roomOffset.x, TILE_SIZE + roomOffset.y }; catTargetPosition = catPosition; showObjective = true; // Load music and sounds fxCat[0] = LoadSound("resources/fxcat01.wav"); fxCat[1] = LoadSound("resources/fxcat02.wav"); fxRoomba[0] = LoadSound("resources/fxrobot01.wav"); fxRoomba[1] = LoadSound("resources/fxrobot02.wav"); fxRoomba[2] = LoadSound("resources/fxrobot03.wav"); catch = LoadMusicStream("resources/catch22.mod"); StopMusicStream(music); SetMusicVolume(catch, 0.6f); PlayMusicStream(catch); result = 0; // Global variable: screens.h } // Gameplay Screen Update logic void UpdateGameplayScreen(void) { UpdateMusicStream(catch); if (showObjective) { if (IsKeyPressed(KEY_ENTER)) { showObjective = false; PlaySound(fxCoin); } return; } framesCounter++; if (framesCounter == 60) { timeLevelSeconds--; if (timeLevelSeconds == 0) { levelFinished = true; finishScreen = 1; PlaySound(fxCoin); if (GetTileCleanPercent() >= 80) result = 1; } framesCounter = 0; } mousePosition = GetMousePosition(); mouseTileX = (int)floorf((mousePosition.x - roomOffset.x)/TILE_SIZE); mouseTileY = (int)floorf((mousePosition.y - roomOffset.y)/TILE_SIZE); // Roomba movement logic Vector2 prevPosition = roombaPosition; if (IsKeyDown(KEY_D)) roombaPosition.x += roombaSpeed.x; else if (IsKeyDown(KEY_A)) roombaPosition.x -= roombaSpeed.x; if (IsKeyDown(KEY_W)) roombaPosition.y -= roombaSpeed.y; else if (IsKeyDown(KEY_S)) roombaPosition.y += roombaSpeed.y; // Verify current player position is valid or reset roombaTilePosX = (int)(floorf(roombaPosition.x - roomOffset.x)/TILE_SIZE); roombaTilePosY = (int)(floorf(roombaPosition.y - roomOffset.y)/TILE_SIZE); if ((roombaPosition.x - roomba.width/2 < roomOffset.x) || ((roombaPosition.x + roomba.width/2) >= (roomOffset.x + MAX_TILES_X*TILE_SIZE)) || (roombaPosition.y - roomba.height/2 < roomOffset.y) || ((roombaPosition.y + roomba.height/2) >= (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) || (furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 0) || (furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 3)) roombaPosition = prevPosition; // Dyson movement logic // if (IsKeyDown(KEY_RIGHT)) dysonPosition.x += dysonSpeed.x; // else if (IsKeyDown(KEY_LEFT)) dysonPosition.x -= dysonSpeed.x; // if (IsKeyDown(KEY_UP)) dysonPosition.y -= dysonSpeed.y; // else if (IsKeyDown(KEY_DOWN)) dysonPosition.y += dysonSpeed.y; // Check collision area between Roomba and dirt tiles to verify it's beeing cleaned // TODO: OPTIMIZATION: Check only Roomba surrounding tiles for (int y = 0; y < MAX_TILES_Y; y++) { for (int x = 0; x < MAX_TILES_X; x++) { // Check if tile requires cleaning if (tiles[y*MAX_TILES_X + x].state > 0) { // TODO: Get better collision area measure, considering round roomba Rectangle cleanRec = GetCollisionRec((Rectangle){ tiles[y*MAX_TILES_X + x].position.x, tiles[y*MAX_TILES_X + x].position.y, 36, 36 }, (Rectangle){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, roomba.width, roomba.height }); // Check Roomba is covering at least half of the tile if ((cleanRec.width*cleanRec.height) > TILE_REQUIRED_CLEAN_AREA) { // Start cleaning tile tiles[y*MAX_TILES_X + x].counter--; if (tiles[y*MAX_TILES_X + x].counter < 0) { tiles[y*MAX_TILES_X + x].state--; if (tiles[y*MAX_TILES_X + x].state == 0) { tiles[y*MAX_TILES_X + x].counter = 0; score += tiles[y*MAX_TILES_X + x].level*TILE_SCORE_BY_CLEANED_LEVEL; // Show scoring popup, enable first ready! for (int i = 0; i < MAX_SCORE_POPUPS; i++) { if (!popup[i].enabled) { popup[i].position = tiles[y*MAX_TILES_X + x].position; popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL*tiles[y*MAX_TILES_X + x].level; popup[i].enabled = true; popup[i].alpha = 1.0f; break; } } } else tiles[y*MAX_TILES_X + x].counter = TILE_REQUIRED_CLEAN_TIME; } } } } } // Update enabled popups! for (int i = 0; i < MAX_SCORE_POPUPS; i++) { if (popup[i].enabled) { popup[i].position.y -= 2; popup[i].alpha -= 0.015f; if (popup[i].alpha < 0.0f) popup[i].enabled = false; } } // Cat movement logic if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { // Check for a valid cell to move on if ((mousePosition.x > roomOffset.x) && (mousePosition.x < (roomOffset.x + MAX_TILES_X*TILE_SIZE)) && (mousePosition.y > roomOffset.y) && (mousePosition.y < (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) && furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] != 0) { catTargetPosition = GetMousePosition(); catShouldMove = true; } } if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) PlaySound(fxCat[GetRandomValue(0,1)]); if (IsKeyPressed(KEY_SPACE)) PlaySound(fxRoomba[GetRandomValue(0,2)]); // Check if cat should move if (catShouldMove) { if (CheckCollisionPointCircle(catPosition, catTargetPosition, CAT_TARGET_RADIUS)) { catShouldMove = false; // Spread dirt all around selected cell! // NOTE: We consider cat drawing offset catTilePosX = (int)floorf((catPosition.x - cat.width/2 - roomOffset.x)/TILE_SIZE) + 1; catTilePosY = (int)floorf((catPosition.y - cat.height/2 - 10 - roomOffset.y)/TILE_SIZE) + 1; // Check if tile includes a dirt element if (furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] == 3) { for (int y = (catTilePosY - CAT_DIRT_CELL_RADIUS); y < (catTilePosY + CAT_DIRT_CELL_RADIUS + 1); y++) { for (int x = (catTilePosX - CAT_DIRT_CELL_RADIUS); x < (catTilePosX + CAT_DIRT_CELL_RADIUS + 1); x++) { if (((y >= 0) && (y < MAX_TILES_Y) && (x >= 0) && (x < MAX_TILES_X)) && (tiles[y*MAX_TILES_X + x].state == 0) && (furcolmap[y*MAX_TILES_X + x] != 0) && (furcolmap[y*MAX_TILES_X + x] != 3)) { int dirt = GetRandomValue(0, 100); if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level; tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME; tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false; } } } } } else { Vector2 dir = Vector2Subtract(catTargetPosition, catPosition); Vector2 dirnorm = Vector2Normalize(dir); catPosition.x += catSpeed.x*dirnorm.x; catPosition.y += catSpeed.y*dirnorm.y; } } if (levelFinished) { // TODO: Check level finished } } // Gameplay Screen Draw logic void DrawGameplayScreen(void) { DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GetColor(0x57374cff)); // Draw tiles for (int y = 0; y < MAX_TILES_Y; y++) { for (int x = 0; x < MAX_TILES_X; x++) { // Draw dirty tiles DrawTextureRec(dirtiles, (Rectangle){ tiles[y*MAX_TILES_X + x].state*TILE_SIZE, 0, TILE_SIZE, TILE_SIZE }, (Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y }, WHITE); // TODO: Draw possible walls } } // Draw starting point for roomba and cat DrawTextureRec(furniture, (Rectangle){ furset[30].posX, furset[30].posY, furset[30].width, furset[30].height }, roomOffset, WHITE); DrawTextureRec(furniture, (Rectangle){ furset[29].posX, furset[29].posY, furset[29].width, furset[29].height }, (Vector2){ roomOffset.x + 29*36, roomOffset.y }, WHITE); DrawTexture(roomba, roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, WHITE); DrawTexture(cat, catPosition.x - cat.width/2, catPosition.y - cat.height/2 - 10, WHITE); float furAlpha = 1.0f; // Draw home objects for (int i = 0; i < furnitureCount; i++) { if (CheckCollisionCircleRec((Vector2){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2 }, roomba.width, (Rectangle){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE, furset[furmap[i].furId].width, furset[furmap[i].furId].height}) && (furmap[i].state == 1)) { DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height }, (Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, 0.5f)); } else { DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height }, (Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, furAlpha)); } } #if defined(TILE_VIEWER_MODE) DrawTexture(tracemap, roomOffset.x, roomOffset.y, Fade(WHITE, 0.5f)); DrawTexture(fursetid, 0, 720, WHITE); #endif // TODO: If an object has been used by cat, draw it in gray // Maybe add a tempo bar for reusing? // Draw UI DrawTextEx(font2, "SCORE:", (Vector2){ 80, 10 }, font2.baseSize, 2, WHITE); DrawTextEx(font, FormatText("%i", score), (Vector2){ 260, 10 }, font.baseSize, 2, WHITE); DrawTextEx(font2, "CLEAN:", (Vector2){ 500, 10 }, font2.baseSize, 2, WHITE); DrawTextEx(font, FormatText("%.2f%%", GetTileCleanPercent()), (Vector2){ 690, 10 }, font.baseSize, 2, WHITE); DrawTextEx(font2, "TIME:", (Vector2){ 950, 10 }, font2.baseSize, 2, WHITE); DrawTextEx(font, FormatText("%i:%02is", timeLevelSeconds/60, timeLevelSeconds%60), (Vector2){ 1100, 10 }, font.baseSize, 2, WHITE); // Debug information //DrawText(FormatText("CatTilePos: [ %i, %i ]", catTilePosX, catTilePosY), roomOffset.x, 690, 20, RAYWHITE); //DrawText(FormatText("MousePos: [ %i, %i ]", mouseTileX, mouseTileY), 400, 690, 20, RED); //DrawText(FormatText("RoombaPos: [ %i, %i ]", roombaTilePosX, roombaTilePosY), 600, 690, 20, GREEN); if ((mouseTileY >= 0) && (mouseTileY < MAX_TILES_Y) && (mouseTileX >= 0) && (mouseTileX < MAX_TILES_X)) { DrawRectangleLinesEx((Rectangle){ tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.x, tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.y, TILE_SIZE, TILE_SIZE }, 2, RED); } // Draw enabled popups! for (int i = 0; i < MAX_SCORE_POPUPS; i++) { if (popup[i].enabled) DrawText(FormatText("+%i", popup[i].value), popup[i].position.x, popup[i].position.y, 20, Fade(RED, popup[i].alpha)); } // Show objective if (showObjective) { DrawRectangle(0, 150, GetScreenWidth(), GetScreenHeight() - 300, Fade(DARKGRAY, 0.7f)); DrawTextEx(font2, "OBJECTIVE:", (Vector2){ 500, 240 }, font2.baseSize, 2, WHITE); DrawTextEx(font, "CLEAN 80% OF THE ROOM", (Vector2){ 300, 320 }, font.baseSize, 2, WHITE); } } // Gameplay Screen Unload logic void UnloadGameplayScreen(void) { // Unload GAMEPLAY screen variables here! UnloadTexture(roomba); UnloadTexture(cat); UnloadTexture(dirtiles); UnloadTexture(furniture); UnloadSound(fxCat[0]); UnloadSound(fxCat[1]); UnloadSound(fxRoomba[0]); UnloadSound(fxRoomba[1]); UnloadSound(fxRoomba[2]); StopMusicStream(catch); UnloadMusicStream(catch); } // Gameplay Screen should finish? int FinishGameplayScreen(void) { return finishScreen; } //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- // Check how much cleaning we have done static float GetTileCleanPercent(void) { float value = 0; int tileLevelsToClean = 0; int tileLevelsCleaned = 0; for (int y = 0; y < MAX_TILES_Y; y++) { for (int x = 0; x < MAX_TILES_X; x++) { if (tiles[y*MAX_TILES_X + x].level > 0) { tileLevelsToClean += tiles[y*MAX_TILES_X + x].level; tileLevelsCleaned += tiles[y*MAX_TILES_X + x].state; } } } value = ((float)(tileLevelsToClean - tileLevelsCleaned)/tileLevelsToClean)*100.0f; return value; }