1d548eaa4b
* changed bitwise & to logical && * removed redundant state check * moved a strcpy inside a NULL check to prevent a crash. NOTE: nothing sensible will happen as a result, but no crash at least.
156 lines
5.4 KiB
C
156 lines
5.4 KiB
C
/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level06 Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Level06 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Rectangle centerRec;
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static Rectangle movingRecs[4];
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static int speedRecs[4];
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static bool stoppedRec[4];
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static int mouseOverNum = -1;
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static bool done = false;
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static int levelTimeSec = 0;
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static bool levelFinished = false;
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//----------------------------------------------------------------------------------
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// Level06 Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Level06 Screen Initialization logic
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void InitLevel06Screen(void)
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{
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// Initialize Level06 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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centerRec = (Rectangle){ GetScreenWidth()/2 - 100, 0, 200, GetScreenHeight() };
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for (int i = 0; i < 4; i++)
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{
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movingRecs[i] = (Rectangle){ GetRandomValue(0, 5)*150, (i*150) + 90, 100, 100 };
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stoppedRec[i] = false;
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speedRecs[i] = GetRandomValue(4, 8);
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}
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}
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// Level06 Screen Update logic
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void UpdateLevel06Screen(void)
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{
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// Update Level06 screen variables here!
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framesCounter++;
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if (!done)
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{
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for (int i = 0; i < 4; i++)
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{
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if (!stoppedRec[i]) movingRecs[i].x += speedRecs[i];
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if (movingRecs[i].x >= GetScreenWidth()) movingRecs[i].x = -movingRecs[i].width;
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if (CheckCollisionPointRec(GetMousePosition(), movingRecs[i]))
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{
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mouseOverNum = i;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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if (i == 0) stoppedRec[3] = !stoppedRec[3];
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else if (i == 1) stoppedRec[2] = !stoppedRec[2];
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else if (i == 2) stoppedRec[0] = !stoppedRec[0];
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else if (i == 3) stoppedRec[1] = !stoppedRec[1];
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}
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}
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}
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// Check if all boxes are aligned
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if (((movingRecs[0].x > centerRec.x) && ((movingRecs[0].x + movingRecs[0].width) < (centerRec.x + centerRec.width))) &&
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((movingRecs[1].x > centerRec.x) && ((movingRecs[1].x + movingRecs[1].width) < (centerRec.x + centerRec.width))) &&
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((movingRecs[2].x > centerRec.x) && ((movingRecs[2].x + movingRecs[2].width) < (centerRec.x + centerRec.width))) &&
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((movingRecs[3].x > centerRec.x) && ((movingRecs[3].x + movingRecs[3].width) < (centerRec.x + centerRec.width))))
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{
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done = true;
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PlaySound(levelWin);
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}
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}
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if (done && !levelFinished)
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{
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levelTimeSec = framesCounter/60;
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levelFinished = true;
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framesCounter = 0;
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}
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if (levelFinished)
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{
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framesCounter++;
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if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
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}
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}
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// Level06 Screen Draw logic
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void DrawLevel06Screen(void)
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{
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// Draw Level06 screen
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DrawRectangleRec(centerRec, LIGHTGRAY);
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for (int i = 0; i < 4; i++)
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{
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DrawRectangleRec(movingRecs[i], GRAY);
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}
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if (!done && (mouseOverNum >= 0)) DrawRectangleLines(movingRecs[mouseOverNum].x - 5, movingRecs[mouseOverNum].y - 5, movingRecs[mouseOverNum].width + 10, movingRecs[mouseOverNum].height + 10, Fade(LIGHTGRAY, 0.8f));
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if (levelFinished)
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{
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DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
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DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, GRAY);
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DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
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}
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else DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level06 Screen Unload logic
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void UnloadLevel06Screen(void)
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{
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// TODO: Unload Level06 screen variables here!
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}
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// Level06 Screen should finish?
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int FinishLevel06Screen(void)
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{
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return finishScreen;
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} |