/********************************************************************************************** * * raylib - Standard Game template * * Level10 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) //---------------------------------------------------------------------------------- // Level10 screen global variables static int framesCounter; static int finishScreen; static Rectangle leftColumnRec, middleColumnRec, rightColumnRec; static Rectangle movingBox; static int moveSpeed = 4; static bool leftColumnActive, middleColumnActive, rightColumnActive; static bool done = false; static int levelTimeSec = 0; static bool levelFinished = false; //---------------------------------------------------------------------------------- // Level10 Screen Functions Definition //---------------------------------------------------------------------------------- // Level10 Screen Initialization logic void InitLevel10Screen(void) { // TODO: Initialize Level10 screen variables here! framesCounter = 0; finishScreen = 0; movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 }; leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() }; middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() }; rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() }; leftColumnActive = true; middleColumnActive = false; rightColumnActive = true; } // Level10 Screen Update logic void UpdateLevel10Screen(void) { // Update Level10 screen variables here! framesCounter++; if (!done) { movingBox.x += moveSpeed; if (movingBox.x <= 0) moveSpeed *= -1; if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) || (middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) || (rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec)) { middleColumnActive = false; rightColumnActive = true; } else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec)) { rightColumnActive = false; leftColumnActive = true; } else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec)) { leftColumnActive = false; middleColumnActive = true; } } } if (movingBox.x >= 1100) done = true; if (done && !levelFinished) { levelTimeSec = framesCounter/60; levelFinished = true; framesCounter = 0; } if (levelFinished) { framesCounter++; if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true; } } // Level10 Screen Draw logic void DrawLevel10Screen(void) { // Draw Level10 screen DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY); DrawRectangleRec(movingBox, LIGHTGRAY); if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY); if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY); if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY); if (levelFinished) { DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f)); DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 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 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY); } // Level10 Screen Unload logic void UnloadLevel10Screen(void) { // TODO: Unload Level10 screen variables here! } // Level10 Screen should finish? int FinishLevel10Screen(void) { return finishScreen; }