/********************************************************************************************** * * raylib - Standard Game template * * Level06 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) //---------------------------------------------------------------------------------- // Level06 screen global variables static int framesCounter; static int finishScreen; static Rectangle centerRec; static Rectangle movingRecs[4]; static int speedRecs[4]; static bool stoppedRec[4]; static int mouseOverNum = -1; static bool done = false; static int levelTimeSec = 0; static bool levelFinished = false; //---------------------------------------------------------------------------------- // Level06 Screen Functions Definition //---------------------------------------------------------------------------------- // Level06 Screen Initialization logic void InitLevel06Screen(void) { // Initialize Level06 screen variables here! framesCounter = 0; finishScreen = 0; centerRec = (Rectangle){ GetScreenWidth()/2 - 100, 0, 200, GetScreenHeight() }; for (int i = 0; i < 4; i++) { movingRecs[i] = (Rectangle){ GetRandomValue(0, 5)*150, (i*150) + 90, 100, 100 }; stoppedRec[i] = false; speedRecs[i] = GetRandomValue(4, 8); } } // Level06 Screen Update logic void UpdateLevel06Screen(void) { // Update Level06 screen variables here! framesCounter++; if (!done) { for (int i = 0; i < 4; i++) { if (!stoppedRec[i]) movingRecs[i].x += speedRecs[i]; if (movingRecs[i].x >= GetScreenWidth()) movingRecs[i].x = -movingRecs[i].width; if (CheckCollisionPointRec(GetMousePosition(), movingRecs[i])) { mouseOverNum = i; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { if (i == 0) stoppedRec[3] = !stoppedRec[3]; else if (i == 1) stoppedRec[2] = !stoppedRec[2]; else if (i == 2) stoppedRec[0] = !stoppedRec[0]; else if (i == 3) stoppedRec[1] = !stoppedRec[1]; } } } // Check if all boxes are aligned if (((movingRecs[0].x > centerRec.x) && ((movingRecs[0].x + movingRecs[0].width) < (centerRec.x + centerRec.width))) && ((movingRecs[1].x > centerRec.x) && ((movingRecs[1].x + movingRecs[1].width) < (centerRec.x + centerRec.width))) && ((movingRecs[2].x > centerRec.x) && ((movingRecs[2].x + movingRecs[2].width) < (centerRec.x + centerRec.width))) && ((movingRecs[3].x > centerRec.x) && ((movingRecs[3].x + movingRecs[3].width) < (centerRec.x + centerRec.width)))) { 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; } } // Level06 Screen Draw logic void DrawLevel06Screen(void) { // Draw Level06 screen DrawRectangleRec(centerRec, LIGHTGRAY); for (int i = 0; i < 4; i++) { DrawRectangleRec(movingRecs[i], GRAY); } if (!done && (mouseOverNum >= 0)) DrawRectangleLines(movingRecs[mouseOverNum].x - 5, movingRecs[mouseOverNum].y - 5, movingRecs[mouseOverNum].width + 10, movingRecs[mouseOverNum].height + 10, Fade(LIGHTGRAY, 0.8f)); if (levelFinished) { DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f)); DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 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 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, LIGHTGRAY); } // Level06 Screen Unload logic void UnloadLevel06Screen(void) { // TODO: Unload Level06 screen variables here! } // Level06 Screen should finish? int FinishLevel06Screen(void) { return finishScreen; }