167 lines
6.1 KiB
C
167 lines
6.1 KiB
C
/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level00 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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// Level00 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Rectangle boundsU, boundsO;
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static bool mouseOverU = false;
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static bool mouseOverO = false;
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static bool placedU = false;
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static bool placedO = false;
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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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// Level00 Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Level00 Screen Initialization logic
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void InitLevel00Screen(void)
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{
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// Initialize Level00 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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boundsU = (Rectangle){GetScreenWidth()/2 - 265, -200, MeasureText("U", 160) + 40, 160 };
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boundsO = (Rectangle){GetScreenWidth() - 370, -30, MeasureText("O", 160) + 40, 160 };
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}
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// Level00 Screen Update logic
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void UpdateLevel00Screen(void)
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{
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// Update Level00 screen variables here!
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if (!done) framesCounter++;
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if (!done)
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{
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if (!placedU) boundsU.y += 2;
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if (boundsU.y >= GetScreenHeight()) boundsU.y = -boundsU.height;
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Vector2 mousePos = GetMousePosition();
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if (CheckCollisionPointRec(mousePos, boundsU))
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{
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mouseOverU = true;
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if (!placedU && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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if ((boundsU.y > GetScreenHeight()/2 - 110) && ((boundsU.y + boundsU.height) < (GetScreenHeight()/2 + 100)))
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{
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placedU = true;
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}
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}
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}
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else mouseOverU = false;
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if (CheckCollisionPointRec(mousePos, boundsO))
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{
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mouseOverO = true;
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if (!placedO && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) boundsO.y += 100;
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if (boundsO.y >= (GetScreenHeight()/2 - 130)) placedO = true;
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}
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else mouseOverO = false;
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if (placedO && placedU)
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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 > 30) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
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}
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}
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// Level00 Screen Draw logic
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void DrawLevel00Screen(void)
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{
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// Draw Level00 screen
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DrawText("U", boundsU.x, boundsU.y + 10, 160, GRAY);
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DrawText("J", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2, GetScreenHeight()/2 - 80, 160, GRAY);
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DrawText("ST D", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2 + 210, GetScreenHeight()/2 - 80, 160, GRAY);
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DrawText("O", boundsO.x, boundsO.y + 10, 160, GRAY);
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DrawText("by RAMON SANTAMARIA (@raysan5)", 370, GetScreenHeight()/2 + 100, 30, Fade(LIGHTGRAY, 0.4f));
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if (mouseOverU && !placedU) DrawRectangleLines(boundsU.x - 20, boundsU.y, boundsU.width, boundsU.height, Fade(LIGHTGRAY, 0.8f));
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//DrawRectangleBordersRec(boundsU, -20, 0, 20, Fade(RED, 0.3f));
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if (mouseOverO && !placedO) DrawRectangleLines(boundsO.x - 20, boundsO.y, boundsO.width, boundsO.height, Fade(LIGHTGRAY, 0.8f));
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//DrawRectangleBordersRec(boundsO, -20, 0, 20, Fade(RED, 0.3f));
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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 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 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 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level00 Screen Unload logic
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void UnloadLevel00Screen(void)
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{
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// TODO: Unload Level00 screen variables here!
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}
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// Level00 Screen should finish?
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int FinishLevel00Screen(void)
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{
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return finishScreen;
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}
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void DrawRectangleBordersRec(Rectangle rec, int offsetX, int offsetY, int borderSize, Color col)
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{
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DrawRectangle(rec.x + offsetX, rec.y + offsetY, rec.width, borderSize, col);
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DrawRectangle(rec.x + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
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DrawRectangle(rec.x + rec.width - borderSize + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
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DrawRectangle(rec.x + offsetX, rec.y + rec.height - borderSize + offsetY, rec.width, borderSize, col);
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} |