ed269b8d9a
Now `BeginTextureMode()` does not clean buffers automatically, that behaviour has been changed because there could be some case (i.e. painting software) where texture buffer does not ned to be cleared; user is responsible of clearing buffers using `ClearBackground()`
496 lines
19 KiB
C
496 lines
19 KiB
C
/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Gameplay 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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#include <stdio.h>
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#include <stdlib.h> // Required for: malloc(), free()
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#include <math.h> // Required for: sqrtf(), asinf()
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#define MAX_SAMPLES_SPEED 7 // Max speed for samples movement
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#define MIN_SAMPLES_SPEED 3 // Min speed for samples movement
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#define SAMPLES_SPACING 100 // Separation between samples in pixels
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#define SAMPLES_MULTIPLIER 700 // Defines sample data scaling value (it would be adjusted to MAX_GAME_HEIGHT)
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#define MAX_GAME_HEIGHT 400 // Defines max possible amplitude between samples (game area)
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Player {
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Vector2 position;
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Vector2 speed;
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int width;
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int height;
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Color color;
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} Player;
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typedef struct Sample {
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Vector2 position;
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float value; // Raw audio sample value (normalized)
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int radius;
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bool active; // Define if sample is active (can be collected)
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bool collected; // Define if sample has been collected
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bool renderable; // Define if sample should be rendered
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Color color;
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} Sample;
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Gameplay screen global variables
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static int framesCounter;
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static int finishScreen;
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static bool pause;
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// Player variables
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static Player player;
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static Rectangle playerArea; // Define player movement area (and sample collection limits)
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static float warpCounter; // Time warp counter
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static float synchro; // Calculates collected samples relation [0..1]
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static int combo;
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static int maxCombo;
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static Rectangle waveRec;
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// Samples variables
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static Sample *samples; // Game samples
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static int totalSamples; // Total game samples (proportional to waveData num samples)
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static int collectedSamples; // Samples collected by player
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static int currentSample; // Last sample to go through player collect area
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static float samplesSpeed; // All samples move at the same speed
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static float waveTime; // Total sample time in ms
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// Resources variables
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static Texture2D texBackground;
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static Texture2D texPlayer;
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static Texture2D texSampleSmall;
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static Texture2D texSampleMid;
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static Texture2D texSampleBig;
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static RenderTexture2D waveTarget;
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static Sound fxSampleOn; // Collected sample sound
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static Sound fxSampleOff; // Miss sample sound
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static Sound fxPause; // Pause sound
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// Debug variables
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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//------------------------------------------------------------------------------------
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static void DrawSamplesMap(Sample *samples, int sampleCount, int playedSamples, Rectangle bounds, Color color);
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitGameplayScreen(void)
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{
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framesCounter = 0;
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finishScreen = 0;
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pause = false;
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endingStatus = 0;
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// Textures loading
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texBackground = LoadTexture("resources/textures/background_gameplay.png");
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texPlayer = LoadTexture("resources/textures/player.png");
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texSampleSmall = LoadTexture("resources/textures/sample_small.png");
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texSampleMid = LoadTexture("resources/textures/sample_mid.png");
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texSampleBig = LoadTexture("resources/textures/sample_big.png");
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waveRec = (Rectangle){ 32, 32, 1280 - 64, 105 };
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waveTarget = LoadRenderTexture(waveRec.width, waveRec.height);
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// Sound loading
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fxSampleOn = LoadSound("resources/audio/sample_on.wav");
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fxSampleOff = LoadSound("resources/audio/sample_off.wav");
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fxPause = LoadSound("resources/audio/pause.wav");
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SetSoundVolume(fxSampleOn, 0.6f);
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SetSoundVolume(fxPause, 0.5f);
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// Initialize player data
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playerArea = (Rectangle){ 200, 160, 80, 400 };
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player.width = 20;
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player.height = 60;
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player.speed = (Vector2){ 15, 15 };
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player.color = GOLD;
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player.position = (Vector2){ playerArea.x + playerArea.width/2 - texPlayer.width/2,
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playerArea.y + playerArea.height/2 - texPlayer.height/2 };
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warpCounter = 395;
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synchro = 0.2f;
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combo = 0;
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maxCombo = 0;
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// Initialize wave and samples data
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Wave wave = LoadWave("resources/audio/wave.ogg");
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float *waveData = GetWaveData(wave); // TODO: Be careful with channels!
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// We calculate the required parameters to adjust audio time to gameplay time
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// that way samples collected correspond to audio playing
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// Synchonization is not perfect due to possible rounding issues (float to int)
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waveTime = wave.sampleCount/wave.sampleRate; // Total sample time in seconds
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float requiredSamples = (MAX_SAMPLES_SPEED*waveTime*60 - 1000)/SAMPLES_SPACING;
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int samplesDivision = (int)(wave.sampleCount/requiredSamples);
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totalSamples = wave.sampleCount/samplesDivision;
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// We don't need wave any more (already got waveData)
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UnloadWave(wave);
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collectedSamples = 0;
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// Init samples
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samples = (Sample *)malloc(totalSamples*sizeof(Sample));
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// Normalize wave data (min vs max values) to scale properly
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float minSampleValue = 0.0f;
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float maxSampleValue = 0.0f;
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for (int i = 0; i < totalSamples; i++)
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{
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if (waveData[i*samplesDivision] < minSampleValue) minSampleValue = waveData[i*samplesDivision];
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if (waveData[i*samplesDivision] > maxSampleValue) maxSampleValue = waveData[i*samplesDivision];
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}
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float sampleScaleFactor = 1.0f/(maxSampleValue - minSampleValue); // 400 pixels maximum size
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// Initialize samples
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for (int i = 0; i < totalSamples; i++)
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{
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samples[i].value = waveData[i*samplesDivision]*sampleScaleFactor; // Normalized value [-1.0..1.0]
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samples[i].position.x = player.position.x + 1000 + i*SAMPLES_SPACING;
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samples[i].position.y = GetScreenHeight()/2 + samples[i].value*SAMPLES_MULTIPLIER;
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if (samples[i].position.y > GetScreenHeight()/2 + MAX_GAME_HEIGHT/2) samples[i].position.y = GetScreenHeight()/2 - MAX_GAME_HEIGHT/2;
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else if (samples[i].position.y < GetScreenHeight()/2 - MAX_GAME_HEIGHT/2) samples[i].position.y = GetScreenHeight()/2 + MAX_GAME_HEIGHT/2;
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samples[i].radius = 6;
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samples[i].active = true;
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samples[i].collected = false;
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samples[i].color = RED;
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samples[i].renderable = false;
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}
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samplesSpeed = MAX_SAMPLES_SPEED;
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currentSample = 0;
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//FILE *samplesFile = fopen("resources/samples.data", "wb");
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//fwrite(samples, totalSamples*sizeof(Sample), 1, samplesFile);
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//fclose(samplesFile);
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// We already saved the samples we needed for the game, we can free waveData
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free(waveData);
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// Load and start playing music
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// NOTE: Music is loaded in main code base
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StopMusicStream(music);
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PlayMusicStream(music);
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}
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// Gameplay Screen Update logic
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void UpdateGameplayScreen(void)
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{
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if (IsKeyPressed('P'))
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{
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PlaySound(fxPause);
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pause = !pause;
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if (pause) PauseMusicStream(music);
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else ResumeMusicStream(music);
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}
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if (!pause)
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{
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framesCounter++; // Time starts counting to awake enemies
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// Player movement logic (mouse)
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player.position.y = GetMousePosition().y;
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// Player movement logic (keyboard)
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if (IsKeyDown(KEY_W)) player.position.y -= player.speed.y;
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else if (IsKeyDown(KEY_S)) player.position.y += player.speed.y;
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// Player movement logic (gamepad)
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/*
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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{
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Vector2 movement = { 0.0f };
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movement.x = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X);
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movement.y = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y);
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player.position.x += movement.x*0.1f; // Scale gamepad movement value
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player.position.y += movement.y*0.1f; // Scale gamepad movement value
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}
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*/
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// Player logic: check player area limits
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if (player.position.x < playerArea.x) player.position.x = playerArea.x;
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else if ((player.position.x + player.width) > (playerArea.x + playerArea.width)) player.position.x = playerArea.x + playerArea.width - player.width;
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if (player.position.y < playerArea.y) player.position.y = playerArea.y;
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else if ((player.position.y + player.height) > (playerArea.y + playerArea.height)) player.position.y = playerArea.y + playerArea.height - player.height;
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// Samples logic
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for (int i = 0; i < totalSamples; i++)
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{
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// Samples movement logic
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samples[i].position.x -= samplesSpeed;
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if (((samples[i].position.x + samples[i].radius) > -SAMPLES_SPACING) &&
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((samples[i].position.x - samples[i].radius) < GetScreenWidth())) samples[i].renderable = true;
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else samples[i].renderable = false;
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// Samples catch logic
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if (!samples[i].collected && CheckCollisionCircleRec(samples[i].position, samples[i].radius, (Rectangle){ (int)player.position.x, (int)player.position.y, player.width, player.height }))
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{
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samples[i].collected = true;
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collectedSamples++;
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synchro += 0.02;
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combo++;
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if (combo > maxCombo) maxCombo = combo;
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if (synchro >= 1.0f) synchro = 1.0f;
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// Set sound pitch depending on sample position (base pitch: 1.0f)
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// NOTE: waveData[i*WAVE_SAMPLES_DIV] is scaled to [0.3..1.7]
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SetSoundPitch(fxSampleOn, samples[i].value*1.4f + 0.7f);
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PlaySound(fxSampleOn);
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}
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if ((samples[i].position.x - samples[i].radius) < player.position.x)
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{
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currentSample = i; // Register last sample going out range
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if (samples[i].active)
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{
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samples[i].active = false;
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if (!samples[i].collected)
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{
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synchro -= 0.05f;
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PlaySound(fxSampleOff);
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combo = 0;
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}
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}
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}
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}
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if (IsKeyDown(KEY_SPACE) && (warpCounter > 0))
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{
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warpCounter--;
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if (warpCounter < 0) warpCounter = 0;
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samplesSpeed -= 0.1f;
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if (samplesSpeed <= MIN_SAMPLES_SPEED) samplesSpeed = MIN_SAMPLES_SPEED;
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SetMusicPitch(music, samplesSpeed/MAX_SAMPLES_SPEED);
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}
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else
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{
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warpCounter++;
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if (warpCounter > 395) warpCounter = 395;
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samplesSpeed += 0.1f;
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if (samplesSpeed >= MAX_SAMPLES_SPEED) samplesSpeed = MAX_SAMPLES_SPEED;
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SetMusicPitch(music, samplesSpeed/MAX_SAMPLES_SPEED);
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}
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// Check ending conditions
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if (currentSample >= totalSamples - 1)
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{
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endingStatus = 1; // Win
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finishScreen = 1;
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}
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if (synchro <= 0.0f)
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{
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synchro = 0.0f;
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endingStatus = 2; // Loose
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finishScreen = 1;
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}
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}
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}
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// Gameplay Screen Draw logic
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void DrawGameplayScreen(void)
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{
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// Draw background
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DrawTexture(texBackground, 0, 0, WHITE);
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// Screen elements drawing
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//DrawRectangleLines(playerArea.x, playerArea.y, playerArea.width, playerArea.height, BLUE);
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DrawRectangle(0, GetScreenHeight()/2 - 1, GetScreenWidth(), 2, Fade(BLUE, 0.3f));
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//DrawRectangleLines(0, GetScreenHeight()/2 - MAX_GAME_HEIGHT/2, GetScreenWidth(), MAX_GAME_HEIGHT, GRAY);
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// Draw samples
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for (int i = 0; i < totalSamples - 1; i++)
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{
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if (samples[i].renderable)
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{
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Color col = samples[i].color;
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if (i < (currentSample + 1)) col = Fade(DARKGRAY, 0.5f);
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else col = WHITE;
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if (!samples[i].collected)
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{
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//DrawCircleV(samples[i].position, samples[i].radius, col);
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if (combo > 30) DrawTexture(texSampleSmall, samples[i].position.x - texSampleSmall.width/2, samples[i].position.y - texSampleSmall.height/2, col);
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else if (combo > 15) DrawTexture(texSampleMid, samples[i].position.x - texSampleMid.width/2, samples[i].position.y - texSampleMid.height/2, col);
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else DrawTexture(texSampleBig, samples[i].position.x - texSampleBig.width/2, samples[i].position.y - texSampleBig.height/2, col);
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}
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if (i < (currentSample + 1)) col = Fade(GRAY, 0.3f);
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else col = Fade(RED, 0.5f);
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// Draw line between samples
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DrawLineEx(samples[i].position, samples[i + 1].position, 3.0f, col);
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}
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}
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// Draw player
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//DrawRectangle((int)player.position.x, (int)player.position.y, player.width, player.height, player.color);
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DrawTexture(texPlayer, player.position.x - 32, player.position.y - 24, WHITE);
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// Draw pause message
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if (pause) DrawTextEx(font, "WAVE PAUSED", (Vector2){ 235, 400 }, font.baseSize*2, 0, WHITE);
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// Draw number of samples
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//DrawText(FormatText("%05i", collectedSamples), 900, 200, 40, GRAY);
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//DrawText(FormatText("%05i", totalSamples), 900, 250, 40, GRAY);
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DrawTextEx(font, FormatText("%05i / %05i", collectedSamples, totalSamples), (Vector2){810, 170}, font.baseSize, -2, SKYBLUE);
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// Draw combo
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DrawTextEx(font, FormatText("Combo: %02i [max: %02i]", combo, maxCombo), (Vector2){200, 170}, font.baseSize/2, -2, SKYBLUE);
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// Draw synchonicity level
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DrawRectangle(99, 622, 395, 32, Fade(RAYWHITE, 0.8f));
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if (synchro <= 0.3f) DrawRectangle(99, 622, synchro*395, 32, Fade(RED, 0.8f));
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else if (synchro <= 0.8f) DrawRectangle(99, 622, synchro*395, 32, Fade(ORANGE,0.8f));
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else if (synchro < 1.0f) DrawRectangle(99, 622, synchro*395, 32, Fade(LIME,0.8f));
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else DrawRectangle(99, 622, synchro*395, 32, Fade(GREEN, 0.9f));
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DrawRectangleLines(99, 622, 395, 32, MAROON);
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if (synchro == 1.0f) DrawTextEx(font, FormatText("%02i%%", (int)(synchro*100)), (Vector2){99 + 390, 600}, font.baseSize, -2, GREEN);
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else DrawTextEx(font, FormatText("%02i%%", (int)(synchro*100)), (Vector2){99 + 390, 600}, font.baseSize, -2, SKYBLUE);
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// Draw time warp coool-down bar
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DrawRectangle(754, 622, 395, 32, Fade(RAYWHITE, 0.8f));
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DrawRectangle(754, 622, warpCounter, 32, Fade(SKYBLUE, 0.8f));
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DrawRectangleLines(754, 622, 395, 32, DARKGRAY);
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//DrawText(FormatText("%02i%%", (int)(synchro*100)), 754 + 410, 628, 20, DARKGRAY);
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DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE);
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// Draw wave
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if (waveTarget.texture.id <= 0) // Render target could not be loaded (OpenGL 1.1)
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{
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// Draw wave directly on screen
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DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON);
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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}
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else
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{
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// Draw wave using render target
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BeginTextureMode(waveTarget);
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ClearBackground(BLANK);
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DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
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EndTextureMode();
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// TODO: Apply antialiasing shader
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DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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}
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}
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// Gameplay Screen Unload logic
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void UnloadGameplayScreen(void)
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{
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StopMusicStream(music);
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// Unload textures
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UnloadTexture(texBackground);
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UnloadTexture(texPlayer);
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UnloadTexture(texSampleSmall);
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UnloadTexture(texSampleMid);
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UnloadTexture(texSampleBig);
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UnloadRenderTexture(waveTarget);
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// Unload sounds
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UnloadSound(fxSampleOn);
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UnloadSound(fxSampleOff);
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UnloadSound(fxPause);
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free(samples); // Unload game samples
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}
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// Gameplay Screen should finish?
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int FinishGameplayScreen(void)
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{
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return finishScreen;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definitions (local)
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//------------------------------------------------------------------------------------
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// Draw samples in wave form (including already played samples in a different color!)
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// NOTE: For proper visualization, MSAA x4 is recommended, alternatively
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// it should be rendered to a bigger texture and then scaled down with
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// bilinear/trilinear texture filtering
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static void DrawSamplesMap(Sample *samples, int sampleCount, int playedSamples, Rectangle bounds, Color color)
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{
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// NOTE: We just pick a sample to draw every increment
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float sampleIncrementX = (float)bounds.width/sampleCount;
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Color col = color;
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for (int i = 0; i < sampleCount - 1; i++)
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{
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if (i < playedSamples) col = GRAY;
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else col = color;
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DrawLineV((Vector2){ (float)bounds.x + (float)i*sampleIncrementX, (float)(bounds.y + bounds.height/2) + samples[i].value*bounds.height },
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(Vector2){ (float)bounds.x + (float)(i + 1)*sampleIncrementX, (float)(bounds.y + bounds.height/2) + + samples[i + 1].value*bounds.height }, col);
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}
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|
} |