raylib/games/skully_escape/screens/screen_armory.c
raysan5 4a3509f06d Added game sources: Skully Escape
This game was developed for King GameJam 2015
2016-02-07 11:09:12 +01:00

404 lines
13 KiB
C

/**********************************************************************************************
*
* raylib - Advance Game template
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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"
#include "../player.h"
#include "../monster.h"
#include <string.h>
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Gameplay screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D background;
// Declare doors
static Door doorLeft;
static Door doorRight;
// Decalre monsters
static Monster blazon01;
static Monster blazon02;
static Monster blazon03;
static bool monsterHover = false;
static int monsterCheck = -1; // Identify checking monster
static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!";
static int msgPosX = 100;
static int msgState = 0; // 0-writting, 1-wait, 2-choose
static int lettersCounter = 0;
static char msgBuffer[256] = { '\0' };
static int msgCounter = 0;
static bool searching = false;
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Definition
//----------------------------------------------------------------------------------
// Gameplay Screen Initialization logic
void InitArmoryScreen(void)
{
ResetPlayer();
// Reset Screen variables
monsterHover = false;
monsterCheck = -1;
msgState = 0;
msgCounter = 0;
lettersCounter = 0;
for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
framesCounter = 0;
finishScreen = 0;
background = LoadTexture("resources/textures/background_armory.png");
// Initialize doors
doorLeft.position = (Vector2) { -50, 145 };
doorLeft.facing = 0;
doorLeft.locked = true;
doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
doorLeft.selected = false;
doorRight.position = (Vector2) { 1074, 140 };
doorRight.facing = 2;
doorRight.locked = true;
doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
doorRight.selected = false;
// Monster init: blazon01
blazon01.position = (Vector2){ 300, 260 };
blazon01.texture = LoadTexture("resources/textures/monster_blazon01.png");
blazon01.currentFrame = 0;
blazon01.framesCounter = 0;
blazon01.numFrames = 4;
blazon01.bounds = (Rectangle){ blazon01.position.x, blazon01.position.y + 20, 160, 230 };
blazon01.frameRec = (Rectangle) { 0, 0, blazon01.texture.width/blazon01.numFrames, blazon01.texture.height };
blazon01.selected = false;
blazon01.active = false;
blazon01.spooky = true;
// Monster init: blazon02
blazon02.position = (Vector2){ 550, 260 };
blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png");
blazon02.currentFrame = 0;
blazon02.framesCounter = 0;
blazon02.numFrames = 4;
blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 };
blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height };
blazon02.selected = false;
blazon02.active = false;
blazon02.spooky = true;
// Monster init: blazon03
blazon03.position = (Vector2){ 800, 260 };
blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png");
blazon03.currentFrame = 0;
blazon03.framesCounter = 0;
blazon03.numFrames = 4;
blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 };
blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height };
blazon03.selected = false;
blazon03.active = false;
blazon03.spooky = false;
}
// Gameplay Screen Update logic
void UpdateArmoryScreen(void)
{
if (player.key)
{
// Door: left
if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) ||
(CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true;
else doorLeft.selected = false;
if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
{
if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
{
if (doorLeft.locked)
{
doorLeft.frameRec.y = 0;
doorLeft.locked = false;
PlaySound(sndDoor);
}
else finishScreen = 1;
}
}
// Door: right
if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
(CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
else doorRight.selected = false;
if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
{
if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
{
if (doorRight.locked)
{
doorRight.frameRec.y = 0;
doorRight.locked = false;
PlaySound(sndDoor);
}
else finishScreen = 2;
}
}
}
if (msgState > 2)
{
UpdatePlayer();
// Monsters logic
UpdateMonster(&blazon01);
UpdateMonster(&blazon02);
UpdateMonster(&blazon03);
}
// Check player hover monsters to interact
if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) ||
((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) ||
((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true;
else monsterHover = false;
// Monters logic: blazon01
if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active)
{
blazon01.selected = true;
if ((IsKeyPressed(KEY_SPACE)) ||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds))))
{
SearchKeyPlayer();
searching = true;
framesCounter = 0;
monsterCheck = 1;
}
}
else blazon01.selected = false;
// Monters logic: blazon02
if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active)
{
blazon02.selected = true;
if ((IsKeyPressed(KEY_SPACE)) ||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds))))
{
SearchKeyPlayer();
searching = true;
framesCounter = 0;
monsterCheck = 2;
}
}
else blazon02.selected = false;
// Monters logic: blazon03
if ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)
{
blazon03.selected = true;
if ((IsKeyPressed(KEY_SPACE)) ||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon03.bounds))))
{
SearchKeyPlayer();
searching = true;
framesCounter = 0;
monsterCheck = 3;
}
}
else blazon03.selected = false;
if (searching)
{
framesCounter++;
if (framesCounter > 180)
{
if (monsterCheck == 1)
{
if (blazon01.spooky)
{
ScarePlayer();
PlaySound(sndScream);
}
else FindKeyPlayer();
blazon01.active = true;
blazon01.selected = false;
}
else if (monsterCheck == 2)
{
if (blazon02.spooky)
{
ScarePlayer();
PlaySound(sndScream);
}
else FindKeyPlayer();
blazon02.active = true;
blazon02.selected = false;
}
else if (monsterCheck == 3)
{
if (blazon03.spooky)
{
ScarePlayer();
PlaySound(sndScream);
}
else FindKeyPlayer();
blazon03.active = true;
blazon03.selected = false;
}
searching = false;
framesCounter = 0;
}
}
// Text animation
framesCounter++;
if ((framesCounter%2) == 0) lettersCounter++;
if (msgState == 0)
{
if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
else
{
for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
lettersCounter = 0;
msgState = 1;
}
if (IsKeyPressed(KEY_ENTER)) msgState = 1;
}
else if (msgState == 1)
{
msgCounter++;
if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
{
msgState = 2;
msgCounter = 0;
}
}
else if (msgState == 2)
{
msgCounter++;
if (msgCounter > 180) msgState = 3;
}
else msgCounter++;
}
// Gameplay Screen Draw logic
void DrawArmoryScreen(void)
{
DrawTexture(background, 0, 0, WHITE);
// Draw monsters
DrawMonster(blazon01, 0);
DrawMonster(blazon02, 0);
DrawMonster(blazon03, 0);
// Draw door
if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN);
else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE);
if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE);
// Draw messsages
if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
if (msgState == 0)
{
DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
}
else if (msgState == 1)
{
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
}
else if (msgState == 2)
{
if ((msgCounter/30)%2)
{
DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
DrawRectangleRec(blazon01.bounds, Fade(RED, 0.6f));
DrawRectangleRec(blazon02.bounds, Fade(RED, 0.6f));
DrawRectangleRec(blazon03.bounds, Fade(RED, 0.6f));
}
}
else
{
if ((monsterHover) && ((msgCounter/30)%2))
{
DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
}
}
DrawPlayer(); // NOTE: Also draws mouse pointer!
}
// Gameplay Screen Unload logic
void UnloadArmoryScreen(void)
{
// TODO: Unload GAMEPLAY screen variables here!
UnloadTexture(background);
UnloadMonster(blazon01);
UnloadMonster(blazon02);
UnloadMonster(blazon03);
}
// Gameplay Screen should finish?
int FinishArmoryScreen(void)
{
return finishScreen;
}