178 lines
6.7 KiB
C
178 lines
6.7 KiB
C
/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level07 Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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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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// Level07 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Vector2 leftCirclePos, middleCirclePos, rightCirclePos;
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static Vector2 leftBtnPos, middleBtnPos, rightBtnPos;
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static float circleRadius = 100;
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static float btnRadius = 80;
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static bool leftCircleActive, middleCircleActive, rightCircleActive;
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static Color leftCircleColor, middleCircleColor, rightCircleColor;
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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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// Level07 Screen Functions Definition
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//----------------------------------------------------------------------------------
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static bool CheckColor(Color col1, Color col2);
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// Level07 Screen Initialization logic
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void InitLevel07Screen(void)
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{
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// Initialize Level07 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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leftCirclePos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 - 100 };
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middleCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 100 };
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rightCirclePos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 - 100 };
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leftBtnPos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 + 120 };
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middleBtnPos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 + 120 };
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rightBtnPos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 + 120 };
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leftCircleActive = false;
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middleCircleActive = true;
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rightCircleActive = false;
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leftCircleColor = GRAY;
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middleCircleColor = GRAY;
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rightCircleColor = GRAY;
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}
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// Level07 Screen Update logic
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void UpdateLevel07Screen(void)
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{
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// Update Level07 screen variables here!
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framesCounter++;
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if (!done)
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{
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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if (CheckCollisionPointCircle(GetMousePosition(), leftBtnPos, btnRadius)) leftCircleActive = !leftCircleActive;
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else if (CheckCollisionPointCircle(GetMousePosition(), middleBtnPos, btnRadius)) middleCircleActive = !middleCircleActive;
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else if (CheckCollisionPointCircle(GetMousePosition(), rightBtnPos, btnRadius)) rightCircleActive = !rightCircleActive;
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if (rightCircleActive && CheckCollisionPointCircle(GetMousePosition(), leftCirclePos, circleRadius))
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{
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if (CheckColor(leftCircleColor, GRAY)) leftCircleColor = LIGHTGRAY;
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else leftCircleColor = GRAY;
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}
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if (middleCircleActive && CheckCollisionPointCircle(GetMousePosition(), middleCirclePos, circleRadius))
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{
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if (CheckColor(middleCircleColor, GRAY)) middleCircleColor = LIGHTGRAY;
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else middleCircleColor = GRAY;
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}
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if (rightCircleActive && leftCircleActive && CheckCollisionPointCircle(GetMousePosition(), rightCirclePos, circleRadius))
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{
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if (CheckColor(rightCircleColor, GRAY)) rightCircleColor = LIGHTGRAY;
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else rightCircleColor = GRAY;
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}
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}
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// Check all cicles done
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if (CheckColor(leftCircleColor, LIGHTGRAY) && CheckColor(middleCircleColor, LIGHTGRAY) && CheckColor(rightCircleColor, LIGHTGRAY) &&
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!leftCircleActive && !middleCircleActive && !rightCircleActive)
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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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// Level07 Screen Draw logic
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void DrawLevel07Screen(void)
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{
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// Draw Level07 screen here!
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DrawCircleV(leftCirclePos, circleRadius, leftCircleColor);
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DrawCircleV(middleCirclePos, circleRadius, middleCircleColor);
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DrawCircleV(rightCirclePos, circleRadius, rightCircleColor);
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if (leftCircleActive) DrawCircleV(leftBtnPos, btnRadius, GRAY);
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else DrawCircleV(leftBtnPos, btnRadius, LIGHTGRAY);
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if (middleCircleActive) DrawCircleV(middleBtnPos, btnRadius, GRAY);
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else DrawCircleV(middleBtnPos, btnRadius, LIGHTGRAY);
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if (rightCircleActive) DrawCircleV(rightBtnPos, btnRadius, GRAY);
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else DrawCircleV(rightBtnPos, btnRadius, LIGHTGRAY);
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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 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 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 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level07 Screen Unload logic
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void UnloadLevel07Screen(void)
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{
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// TODO: Unload Level07 screen variables here!
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}
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// Level07 Screen should finish?
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int FinishLevel07Screen(void)
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{
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return finishScreen;
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}
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static bool CheckColor(Color col1, Color col2)
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{
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return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
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} |