/********************************************************************************************** * * raylib - Standard Game template * * Level09 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" #define NUM_BOXES 21 //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Level09 screen global variables static int framesCounter; static int finishScreen; static Rectangle bwRecs[NUM_BOXES]; static Color bwColors[NUM_BOXES]; static bool activated[NUM_BOXES]; static int resetCounter = 0; static bool enableCounter = 0; static bool done = false; static int levelTimeSec = 0; static bool levelFinished = false; //---------------------------------------------------------------------------------- // Level09 Screen Functions Definition //---------------------------------------------------------------------------------- static bool CheckColor(Color col1, Color col2); // Level09 Screen Initialization logic void InitLevel09Screen(void) { // Initialize Level09 screen variables here! framesCounter = 0; finishScreen = 0; for (int i = 0; i < NUM_BOXES; i++) { bwRecs[i].x = GetScreenWidth()/7*(i%7); bwRecs[i].y = GetScreenHeight()/3*(i/7); bwRecs[i].width = GetScreenWidth()/7; bwRecs[i].height = GetScreenHeight()/3; activated[i] = false; if (i%2 == 0) bwColors[i] = LIGHTGRAY; else bwColors[i] = GRAY; } bwColors[10] = RAYWHITE; } // Level09 Screen Update logic void UpdateLevel09Screen(void) { // Update Level09 screen variables here! framesCounter++; if (enableCounter) resetCounter++; if (!done) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { for (int i = 0; i < NUM_BOXES; i++) { if (CheckCollisionPointRec(GetMousePosition(), bwRecs[i])) { if (i == 10) { if (CheckColor(bwColors[i], RAYWHITE)) { bwColors[i] = LIGHTGRAY; enableCounter = true; resetCounter = 0; activated[1] = true; } else { bwColors[i] = RAYWHITE; enableCounter = false; resetCounter = 5*60; for (int i = 0; i < NUM_BOXES; i++) activated[i] = false; } } else if ((i%2 == 1) && enableCounter) { if (activated[i]) { bwColors[i] = LIGHTGRAY; if (i != 19) activated[i + 2] = true; } } } } } if (resetCounter > (4*60 + 10)) { for (int i = 0; i < NUM_BOXES; i++) { if (i%2 == 0) bwColors[i] = LIGHTGRAY; else bwColors[i] = GRAY; activated[i] = false; } bwColors[10] = RAYWHITE; enableCounter = false; resetCounter = 0; } for (int i = 0; i < NUM_BOXES; i++) { done = true; if (!CheckColor(bwColors[i], LIGHTGRAY)) { done = false; return; } //if (done) PlaySound(levelWin); } } if (done && !levelFinished) { levelTimeSec = framesCounter/60; levelFinished = true; framesCounter = 0; } if (levelFinished) { framesCounter++; if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true; } } // Level09 Screen Draw logic void DrawLevel09Screen(void) { // Draw Level09 screen for (int i = 0; i < NUM_BOXES; i++) { DrawRectangleRec(bwRecs[i], bwColors[i]); } if (levelFinished) { DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(RAYWHITE, 0.6f)); DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 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 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, LIGHTGRAY); } // Level09 Screen Unload logic void UnloadLevel09Screen(void) { // TODO: Unload Level09 screen variables here! } // Level09 Screen should finish? int FinishLevel09Screen(void) { return finishScreen; } static bool CheckColor(Color col1, Color col2) { return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a)); }