/********************************************************************************************** * * raylib - Standard Game template * * Level03 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) //---------------------------------------------------------------------------------- // Level03 screen global variables static int framesCounter; static int finishScreen; static Rectangle holeRec, pieceRec; static bool showPiece = false; static bool pieceSelected = false; static bool done = false; static int levelTimeSec = 0; static bool levelFinished = false; //---------------------------------------------------------------------------------- // Level03 Screen Functions Definition //---------------------------------------------------------------------------------- // Level03 Screen Initialization logic void InitLevel03Screen(void) { // Initialize Level03 screen variables here! framesCounter = 0; finishScreen = 0; holeRec = (Rectangle){ GetScreenWidth()/2 - 50, GetScreenHeight()/2 - 50, 100, 100 }; pieceRec = (Rectangle){ 200, 400, 100, 100 }; } // Level03 Screen Update logic void UpdateLevel03Screen(void) { // Update Level03 screen variables here! framesCounter++; Vector2 mousePos = GetMousePosition(); if (!done) { if (CheckCollisionPointRec(mousePos, holeRec)) showPiece = true; else showPiece = false; if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { if (CheckCollisionPointRec(mousePos, pieceRec)) { pieceSelected = true; pieceRec.x = ((int)mousePos.x - 50); pieceRec.y = ((int)mousePos.y - 50); } } if ((pieceRec.x == holeRec.x) && !(CheckCollisionPointRec(mousePos, holeRec))) { 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; } } // Level03 Screen Draw logic void DrawLevel03Screen(void) { // Draw Level03 screen DrawRectangleRec(holeRec, GRAY); DrawRectangleRec(pieceRec, RAYWHITE); if (showPiece) DrawRectangleLines(pieceRec.x, pieceRec.y, pieceRec.width, pieceRec.height, Fade(LIGHTGRAY, 0.8f)); if (levelFinished) { DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f)); DrawText("LEVEL 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 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 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 30)/2, 20, 30, LIGHTGRAY); } // Level03 Screen Unload logic void UnloadLevel03Screen(void) { // TODO: Unload Level03 screen variables here! } // Level03 Screen should finish? int FinishLevel03Screen(void) { return finishScreen; }