raylib/games/cat_vs_roomba/screens/screen_gameplay.c
2019-01-27 15:16:10 +01:00

652 lines
25 KiB
C

/**********************************************************************************************
*
* raylib - Advance Game template
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* 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 "raymath.h"
#include <stdio.h>
#define TILE_REQUIRED_CLEAN_TIME 2 // Frames it takes to clean a dirt level
#define TILE_SCORE_BY_CLEANED_LEVEL 100 // Score by cleanied dirt level
#define TILE_REQUIRED_CLEAN_AREA 28*28 // Required are for actually cleaning tile
#define TILE_SIZE 36 // Tile size, it should match texture
#define MAX_TILES_X 32
#define MAX_TILES_Y 17
#define CAT_TARGET_RADIUS 3 // Target proximity radius
#define CAT_DIRT_CELL_RADIUS 2 // Cells around cat for dirt spreading
#define TIME_LIMIT_SECONDS 180 // Time to complete the level in seconds
#define MAX_SCORE_POPUPS 60 // Maximum simultaneous score pop-ups!
//----------------------------------------------------------------------------------
// Module types
//----------------------------------------------------------------------------------
// One dirt tile type
typedef struct {
Vector2 position; // Relative to top-left corner
int level; // Dirtiness: 0-Clean, 1-2-3-Dirt levels
int state; // Current dirtiness state
int counter; // Frames counter for cleaning
//int time; // Time it takes to make it clean --> Depends on level
//int score; // It depends on the dirt level
bool cleaned; // If it was cleaned (not clean by default)
} Dirtile;
// Score poping-up type
typedef struct {
Vector2 position;
int value;
float alpha;
bool enabled;
} ScorePopup;
// Furniture tile set
typedef struct {
int id; // Furniture tile id
int posX; // Position X on tileset
int posY; // Position Y on tileset
int width; // Furniture piece width
int height; // Furniture piece height
} FurSet;
// Furniture type
typedef struct {
int furId; // Tileset id
int cellX; // Cell position X
int cellY; // Cell position Y
int state; // 0-Block, 1-Alpha, 2-Breakable
int counter; // Counter in case of break
} Furniture;
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Gameplay screen global variables
static int framesCounter;
static int timeLevelSeconds;
static bool levelFinished;
static int finishScreen;
const Vector2 roomOffset = { 70, 70 };
static Texture2D roomba;
static Texture2D cat;
static Texture2D dirtiles;
static Texture2D furniture;
#if defined(TILE_VIEWER_MODE)
static Texture2D tracemap;
static Texture2D fursetid;
#endif
static Music catch;
static Sound fxCat[2];
static Sound fxRoomba[3];
static Vector2 roombaPosition = { 100, 100 };
static Vector2 roombaSpeed = { 4, 4 };
static int roombaTilePosX = 0, roombaTilePosY = 0;
static Vector2 catPosition = { 0, 0 };
static Vector2 catTargetPosition = { 0, 0 };
static Vector2 catSpeed = { 3, 3 };
static int catTilePosX = 0, catTilePosY = 0;
static bool catShouldMove = false;
static Vector2 mousePosition = { 0, 0 };
static int mouseTileX = -1, mouseTileY = -1;
static Dirtile tiles[MAX_TILES_X*MAX_TILES_Y] = { 0 };
static ScorePopup popup[MAX_SCORE_POPUPS] = { 0 };
static FurSet furset[32] = { -1 };
static Furniture furmap[40] = { -1 };
static int furnitureCount = 0;
// Furniture collisions map
// 0-block, 1-normal, 2-alpha, 3-breakable
static int furcolmap[MAX_TILES_X*MAX_TILES_Y] = {
1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1,
1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,3,3,1,1,1,1,0,0,
3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,3,3,1,1,1,1,0,0,
3,3,1,1,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0,
1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,0,0,0,0,0,0,0,0,
1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1,
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1,
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1,
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1,
0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0,
0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0 };
static bool showObjective = false;
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
static float GetTileCleanPercent(void);
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Definition
//----------------------------------------------------------------------------------
// Gameplay Screen Initialization logic
void InitGameplayScreen(void)
{
// Initialize GAMEPLAY screen variables here!
framesCounter = 0;
finishScreen = 0;
timeLevelSeconds = TIME_LIMIT_SECONDS;
levelFinished = false;
roomba = LoadTexture("resources/roomba.png");
cat = LoadTexture("resources/cat.png");
dirtiles = LoadTexture("resources/dirtiles.png");
furniture = LoadTexture("resources/furniture.png");
#if defined(TILE_VIEWER_MODE)
tracemap = LoadTexture("resources/tracemap.png");
fursetid = LoadTexture("resources/fursetid.png");
#endif
int furCount = 0;
FILE *fursetFile = fopen("resources/furset.txt", "rt");
if (fursetFile != NULL)
{
char buffer[512] = { 0 };
while (!feof(fursetFile))
{
fgets(buffer, 512, fursetFile);
switch (buffer[0])
{
case 'f':
{
sscanf(buffer, "f %i %i %i %i %i",
&furset[furCount].id,
&furset[furCount].posX,
&furset[furCount].posY,
&furset[furCount].width,
&furset[furCount].height);
furCount++;
} break;
case '.': // This is a comment
default: break;
}
}
fclose(fursetFile);
}
// Position and size come in cell form, not pixels
for (int i = 0; i < furCount; i++)
{
furset[i].posX *= TILE_SIZE;
furset[i].posY *= TILE_SIZE;
furset[i].width *= TILE_SIZE;
furset[i].height *= TILE_SIZE;
}
printf("Furniture SET elements read: %i\n", furCount);
// Init furniture elements
FILE *furnitureFile = fopen("resources/furmap.txt", "rt");
if (furnitureFile != NULL)
{
char buffer[512] = { 0 };
while (!feof(furnitureFile))
{
fgets(buffer, 512, furnitureFile);
switch (buffer[0])
{
case 'f':
{
sscanf(buffer, "f %i %i %i %i %i",
&furmap[furnitureCount].furId,
&furmap[furnitureCount].cellX,
&furmap[furnitureCount].cellY,
&furmap[furnitureCount].state,
&furmap[furnitureCount].counter);
furnitureCount++;
} break;
case '.': // This is a comment
default: break;
}
}
fclose(furnitureFile);
}
printf("Furniture MAP elements read: %i\n", furnitureCount);
// Init dirt tiles
for (int y = 0; y < MAX_TILES_Y; y++)
{
for (int x = 0; x < MAX_TILES_X; x++)
{
tiles[y*MAX_TILES_X + x].position = (Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y };
if ((furcolmap[y*MAX_TILES_X + x] != 0) &&
(furcolmap[y*MAX_TILES_X + x] != 3))
{
// TODO: Level of dirtiness depends on difficulty level
// Adjust probability of every tile dirt level
int dirt = GetRandomValue(0, 100);
if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability
else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability
else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability
else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability
}
else tiles[y*MAX_TILES_X + x].level = 0;
tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level;
tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME;
tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false;
}
}
// Init score popups
for (int i = 0; i < MAX_SCORE_POPUPS; i++)
{
popup[i].position = (Vector2){ 0, 0 };
popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL;
popup[i].enabled = false;
popup[i].alpha = 1.0f;
}
// Init cat position
catPosition = (Vector2){ 30*TILE_SIZE + roomOffset.x, TILE_SIZE + roomOffset.y };
catTargetPosition = catPosition;
showObjective = true;
// Load music and sounds
fxCat[0] = LoadSound("resources/fxcat01.wav");
fxCat[1] = LoadSound("resources/fxcat02.wav");
fxRoomba[0] = LoadSound("resources/fxrobot01.wav");
fxRoomba[1] = LoadSound("resources/fxrobot02.wav");
fxRoomba[2] = LoadSound("resources/fxrobot03.wav");
catch = LoadMusicStream("resources/catch22.mod");
StopMusicStream(music);
SetMusicVolume(catch, 0.6f);
PlayMusicStream(catch);
result = 0; // Global variable: screens.h
}
// Gameplay Screen Update logic
void UpdateGameplayScreen(void)
{
UpdateMusicStream(catch);
if (showObjective)
{
if (IsKeyPressed(KEY_ENTER))
{
showObjective = false;
PlaySound(fxCoin);
}
return;
}
framesCounter++;
if (framesCounter == 60)
{
timeLevelSeconds--;
if (timeLevelSeconds == 0)
{
levelFinished = true;
finishScreen = 1;
PlaySound(fxCoin);
if (GetTileCleanPercent() >= 80) result = 1;
}
framesCounter = 0;
}
mousePosition = GetMousePosition();
mouseTileX = (int)floorf((mousePosition.x - roomOffset.x)/TILE_SIZE);
mouseTileY = (int)floorf((mousePosition.y - roomOffset.y)/TILE_SIZE);
// Roomba movement logic
Vector2 prevPosition = roombaPosition;
if (IsKeyDown(KEY_D)) roombaPosition.x += roombaSpeed.x;
else if (IsKeyDown(KEY_A)) roombaPosition.x -= roombaSpeed.x;
if (IsKeyDown(KEY_W)) roombaPosition.y -= roombaSpeed.y;
else if (IsKeyDown(KEY_S)) roombaPosition.y += roombaSpeed.y;
// Verify current player position is valid or reset
roombaTilePosX = (int)(floorf(roombaPosition.x - roomOffset.x)/TILE_SIZE);
roombaTilePosY = (int)(floorf(roombaPosition.y - roomOffset.y)/TILE_SIZE);
if ((roombaPosition.x - roomba.width/2 < roomOffset.x) ||
((roombaPosition.x + roomba.width/2) >= (roomOffset.x + MAX_TILES_X*TILE_SIZE)) ||
(roombaPosition.y - roomba.height/2 < roomOffset.y) ||
((roombaPosition.y + roomba.height/2) >= (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) ||
(furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 0) ||
(furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 3)) roombaPosition = prevPosition;
// Dyson movement logic
// if (IsKeyDown(KEY_RIGHT)) dysonPosition.x += dysonSpeed.x;
// else if (IsKeyDown(KEY_LEFT)) dysonPosition.x -= dysonSpeed.x;
// if (IsKeyDown(KEY_UP)) dysonPosition.y -= dysonSpeed.y;
// else if (IsKeyDown(KEY_DOWN)) dysonPosition.y += dysonSpeed.y;
// Check collision area between Roomba and dirt tiles to verify it's beeing cleaned
// TODO: OPTIMIZATION: Check only Roomba surrounding tiles
for (int y = 0; y < MAX_TILES_Y; y++)
{
for (int x = 0; x < MAX_TILES_X; x++)
{
// Check if tile requires cleaning
if (tiles[y*MAX_TILES_X + x].state > 0)
{
// TODO: Get better collision area measure, considering round roomba
Rectangle cleanRec = GetCollisionRec((Rectangle){ tiles[y*MAX_TILES_X + x].position.x, tiles[y*MAX_TILES_X + x].position.y, 36, 36 },
(Rectangle){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, roomba.width, roomba.height });
// Check Roomba is covering at least half of the tile
if ((cleanRec.width*cleanRec.height) > TILE_REQUIRED_CLEAN_AREA)
{
// Start cleaning tile
tiles[y*MAX_TILES_X + x].counter--;
if (tiles[y*MAX_TILES_X + x].counter < 0)
{
tiles[y*MAX_TILES_X + x].state--;
if (tiles[y*MAX_TILES_X + x].state == 0)
{
tiles[y*MAX_TILES_X + x].counter = 0;
score += tiles[y*MAX_TILES_X + x].level*TILE_SCORE_BY_CLEANED_LEVEL;
// Show scoring popup, enable first ready!
for (int i = 0; i < MAX_SCORE_POPUPS; i++)
{
if (!popup[i].enabled)
{
popup[i].position = tiles[y*MAX_TILES_X + x].position;
popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL*tiles[y*MAX_TILES_X + x].level;
popup[i].enabled = true;
popup[i].alpha = 1.0f;
break;
}
}
}
else tiles[y*MAX_TILES_X + x].counter = TILE_REQUIRED_CLEAN_TIME;
}
}
}
}
}
// Update enabled popups!
for (int i = 0; i < MAX_SCORE_POPUPS; i++)
{
if (popup[i].enabled)
{
popup[i].position.y -= 2;
popup[i].alpha -= 0.015f;
if (popup[i].alpha < 0.0f) popup[i].enabled = false;
}
}
// Cat movement logic
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// Check for a valid cell to move on
if ((mousePosition.x > roomOffset.x) && (mousePosition.x < (roomOffset.x + MAX_TILES_X*TILE_SIZE)) &&
(mousePosition.y > roomOffset.y) && (mousePosition.y < (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) &&
furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] != 0)
{
catTargetPosition = GetMousePosition();
catShouldMove = true;
}
}
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) PlaySound(fxCat[GetRandomValue(0,1)]);
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxRoomba[GetRandomValue(0,2)]);
// Check if cat should move
if (catShouldMove)
{
if (CheckCollisionPointCircle(catPosition, catTargetPosition, CAT_TARGET_RADIUS))
{
catShouldMove = false;
// Spread dirt all around selected cell!
// NOTE: We consider cat drawing offset
catTilePosX = (int)floorf((catPosition.x - cat.width/2 - roomOffset.x)/TILE_SIZE) + 1;
catTilePosY = (int)floorf((catPosition.y - cat.height/2 - 10 - roomOffset.y)/TILE_SIZE) + 1;
// Check if tile includes a dirt element
if (furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] == 3)
{
for (int y = (catTilePosY - CAT_DIRT_CELL_RADIUS); y < (catTilePosY + CAT_DIRT_CELL_RADIUS + 1); y++)
{
for (int x = (catTilePosX - CAT_DIRT_CELL_RADIUS); x < (catTilePosX + CAT_DIRT_CELL_RADIUS + 1); x++)
{
if (((y >= 0) && (y < MAX_TILES_Y) && (x >= 0) && (x < MAX_TILES_X)) &&
(tiles[y*MAX_TILES_X + x].state == 0) &&
(furcolmap[y*MAX_TILES_X + x] != 0) &&
(furcolmap[y*MAX_TILES_X + x] != 3))
{
int dirt = GetRandomValue(0, 100);
if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability
else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability
else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability
else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability
tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level;
tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME;
tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false;
}
}
}
}
}
else
{
Vector2 dir = Vector2Subtract(catTargetPosition, catPosition);
Vector2 dirnorm = Vector2Normalize(dir);
catPosition.x += catSpeed.x*dirnorm.x;
catPosition.y += catSpeed.y*dirnorm.y;
}
}
if (levelFinished)
{
// TODO: Check level finished
}
}
// Gameplay Screen Draw logic
void DrawGameplayScreen(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GetColor(0x57374cff));
// Draw tiles
for (int y = 0; y < MAX_TILES_Y; y++)
{
for (int x = 0; x < MAX_TILES_X; x++)
{
// Draw dirty tiles
DrawTextureRec(dirtiles, (Rectangle){ tiles[y*MAX_TILES_X + x].state*TILE_SIZE, 0, TILE_SIZE, TILE_SIZE },
(Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y }, WHITE);
// TODO: Draw possible walls
}
}
// Draw starting point for roomba and cat
DrawTextureRec(furniture, (Rectangle){ furset[30].posX, furset[30].posY, furset[30].width, furset[30].height }, roomOffset, WHITE);
DrawTextureRec(furniture, (Rectangle){ furset[29].posX, furset[29].posY, furset[29].width, furset[29].height }, (Vector2){ roomOffset.x + 29*36, roomOffset.y }, WHITE);
DrawTexture(roomba, roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, WHITE);
DrawTexture(cat, catPosition.x - cat.width/2, catPosition.y - cat.height/2 - 10, WHITE);
float furAlpha = 1.0f;
// Draw home objects
for (int i = 0; i < furnitureCount; i++)
{
if (CheckCollisionCircleRec((Vector2){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2 }, roomba.width,
(Rectangle){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE,
furset[furmap[i].furId].width, furset[furmap[i].furId].height}) && (furmap[i].state == 1))
{
DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height },
(Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, 0.5f));
}
else
{
DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height },
(Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, furAlpha));
}
}
#if defined(TILE_VIEWER_MODE)
DrawTexture(tracemap, roomOffset.x, roomOffset.y, Fade(WHITE, 0.5f));
DrawTexture(fursetid, 0, 720, WHITE);
#endif
// TODO: If an object has been used by cat, draw it in gray
// Maybe add a tempo bar for reusing?
// Draw UI
DrawTextEx(font2, "SCORE:", (Vector2){ 80, 10 }, font2.baseSize, 2, WHITE);
DrawTextEx(font, FormatText("%i", score), (Vector2){ 260, 10 }, font.baseSize, 2, WHITE);
DrawTextEx(font2, "CLEAN:", (Vector2){ 500, 10 }, font2.baseSize, 2, WHITE);
DrawTextEx(font, FormatText("%.2f%%", GetTileCleanPercent()), (Vector2){ 690, 10 }, font.baseSize, 2, WHITE);
DrawTextEx(font2, "TIME:", (Vector2){ 950, 10 }, font2.baseSize, 2, WHITE);
DrawTextEx(font, FormatText("%i:%02is", timeLevelSeconds/60, timeLevelSeconds%60), (Vector2){ 1100, 10 }, font.baseSize, 2, WHITE);
// Debug information
//DrawText(FormatText("CatTilePos: [ %i, %i ]", catTilePosX, catTilePosY), roomOffset.x, 690, 20, RAYWHITE);
//DrawText(FormatText("MousePos: [ %i, %i ]", mouseTileX, mouseTileY), 400, 690, 20, RED);
//DrawText(FormatText("RoombaPos: [ %i, %i ]", roombaTilePosX, roombaTilePosY), 600, 690, 20, GREEN);
if ((mouseTileY >= 0) && (mouseTileY < MAX_TILES_Y) && (mouseTileX >= 0) && (mouseTileX < MAX_TILES_X))
{
DrawRectangleLinesEx((Rectangle){ tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.x,
tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.y, TILE_SIZE, TILE_SIZE }, 2, RED);
}
// Draw enabled popups!
for (int i = 0; i < MAX_SCORE_POPUPS; i++)
{
if (popup[i].enabled) DrawText(FormatText("+%i", popup[i].value), popup[i].position.x, popup[i].position.y, 20, Fade(RED, popup[i].alpha));
}
// Show objective
if (showObjective)
{
DrawRectangle(0, 150, GetScreenWidth(), GetScreenHeight() - 300, Fade(DARKGRAY, 0.7f));
DrawTextEx(font2, "OBJECTIVE:", (Vector2){ 500, 240 }, font2.baseSize, 2, WHITE);
DrawTextEx(font, "CLEAN 80% OF THE ROOM", (Vector2){ 300, 320 }, font.baseSize, 2, WHITE);
}
}
// Gameplay Screen Unload logic
void UnloadGameplayScreen(void)
{
// Unload GAMEPLAY screen variables here!
UnloadTexture(roomba);
UnloadTexture(cat);
UnloadTexture(dirtiles);
UnloadTexture(furniture);
UnloadSound(fxCat[0]);
UnloadSound(fxCat[1]);
UnloadSound(fxRoomba[0]);
UnloadSound(fxRoomba[1]);
UnloadSound(fxRoomba[2]);
StopMusicStream(catch);
UnloadMusicStream(catch);
}
// Gameplay Screen should finish?
int FinishGameplayScreen(void)
{
return finishScreen;
}
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// Check how much cleaning we have done
static float GetTileCleanPercent(void)
{
float value = 0;
int tileLevelsToClean = 0;
int tileLevelsCleaned = 0;
for (int y = 0; y < MAX_TILES_Y; y++)
{
for (int x = 0; x < MAX_TILES_X; x++)
{
if (tiles[y*MAX_TILES_X + x].level > 0)
{
tileLevelsToClean += tiles[y*MAX_TILES_X + x].level;
tileLevelsCleaned += tiles[y*MAX_TILES_X + x].state;
}
}
}
value = ((float)(tileLevelsToClean - tileLevelsCleaned)/tileLevelsToClean)*100.0f;
return value;
}