/********************************************************************************************** * * raylib - Standard Game template * * Level00 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) //---------------------------------------------------------------------------------- // Level00 screen global variables static int framesCounter; static int finishScreen; static Rectangle boundsU, boundsO; static bool mouseOverU = false; static bool mouseOverO = false; static bool placedU = false; static bool placedO = false; static bool done = false; static int levelTimeSec = 0; static bool levelFinished = false; //---------------------------------------------------------------------------------- // Level00 Screen Functions Definition //---------------------------------------------------------------------------------- // Level00 Screen Initialization logic void InitLevel00Screen(void) { // Initialize Level00 screen variables here! framesCounter = 0; finishScreen = 0; boundsU = (Rectangle){GetScreenWidth()/2 - 265, -200, MeasureText("U", 160) + 40, 160 }; boundsO = (Rectangle){GetScreenWidth() - 370, -30, MeasureText("O", 160) + 40, 160 }; } // Level00 Screen Update logic void UpdateLevel00Screen(void) { // Update Level00 screen variables here! if (!done) framesCounter++; if (!done) { if (!placedU) boundsU.y += 2; if (boundsU.y >= GetScreenHeight()) boundsU.y = -boundsU.height; Vector2 mousePos = GetMousePosition(); if (CheckCollisionPointRec(mousePos, boundsU)) { mouseOverU = true; if (!placedU && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { if ((boundsU.y > GetScreenHeight()/2 - 110) && ((boundsU.y + boundsU.height) < (GetScreenHeight()/2 + 100))) { placedU = true; } } } else mouseOverU = false; if (CheckCollisionPointRec(mousePos, boundsO)) { mouseOverO = true; if (!placedO && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) boundsO.y += 100; if (boundsO.y >= (GetScreenHeight()/2 - 130)) placedO = true; } else mouseOverO = false; if (placedO && placedU) { done = true; PlaySound(levelWin); } } if (done && !levelFinished) { levelTimeSec = framesCounter/60; levelFinished = true; framesCounter = 0; } if (levelFinished) { framesCounter++; if ((framesCounter > 30) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true; } } // Level00 Screen Draw logic void DrawLevel00Screen(void) { // Draw Level00 screen DrawText("U", boundsU.x, boundsU.y + 10, 160, GRAY); DrawText("J", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2, GetScreenHeight()/2 - 80, 160, GRAY); DrawText("ST D", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2 + 210, GetScreenHeight()/2 - 80, 160, GRAY); DrawText("O", boundsO.x, boundsO.y + 10, 160, GRAY); DrawText("by RAMON SANTAMARIA (@raysan5)", 370, GetScreenHeight()/2 + 100, 30, Fade(LIGHTGRAY, 0.4f)); if (mouseOverU && !placedU) DrawRectangleLines(boundsU.x - 20, boundsU.y, boundsU.width, boundsU.height, Fade(LIGHTGRAY, 0.8f)); //DrawRectangleBordersRec(boundsU, -20, 0, 20, Fade(RED, 0.3f)); if (mouseOverO && !placedO) DrawRectangleLines(boundsO.x - 20, boundsO.y, boundsO.width, boundsO.height, Fade(LIGHTGRAY, 0.8f)); //DrawRectangleBordersRec(boundsO, -20, 0, 20, Fade(RED, 0.3f)); if (levelFinished) { DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f)); DrawText("LEVEL 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 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 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, LIGHTGRAY); } // Level00 Screen Unload logic void UnloadLevel00Screen(void) { // TODO: Unload Level00 screen variables here! } // Level00 Screen should finish? int FinishLevel00Screen(void) { return finishScreen; } void DrawRectangleBordersRec(Rectangle rec, int offsetX, int offsetY, int borderSize, Color col) { DrawRectangle(rec.x + offsetX, rec.y + offsetY, rec.width, borderSize, col); DrawRectangle(rec.x + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col); DrawRectangle(rec.x + rec.width - borderSize + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col); DrawRectangle(rec.x + offsetX, rec.y + rec.height - borderSize + offsetY, rec.width, borderSize, col); }