842 lines
32 KiB
C
842 lines
32 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 (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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#include <math.h>
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#define MAX_LIGHTS_I 8
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#define MAX_LIGHTS_II 12
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#define MAX_LIGHTS_III 20
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#define MAX_ENEMIES 8
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#define MAX_PLAYER_ENERGY 40.0f
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#define ENERGY_REFILL_RATIO 0.2f
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#define GAMEPAD_SENSITIVITY 4.0f // More sensitivity, more speed :P
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#define LIGHT_ANIM_FRAMES 7
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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 radius;
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Color color;
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float lightEnergy;
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} Player;
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typedef struct Enemy {
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Vector2 position;
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Vector2 targetPos; // light target position
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int targetNum; // light target number
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float speed; // scalar value
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int radius;
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int active;
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int awakeFramesDelay;
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int framesCounter;
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Color color;
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} Enemy;
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typedef struct Light {
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Vector2 position;
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int radius;
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int requiredEnergy;
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bool active;
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Color color;
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int framesCounter;
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int currentFrame;
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Rectangle frameRec;
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} Light;
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typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel;
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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 Texture2D background;
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static bool pause;
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static Player player;
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static Light lightsI[MAX_LIGHTS_I];
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static Light lightsII[MAX_LIGHTS_II];
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static Light lightsIII[MAX_LIGHTS_III];
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static Enemy enemies[MAX_ENEMIES];
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static int ritualLevel;
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static int previousLightedLevel;
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static int currentLightedLevel;
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static Vector2 lighterPosition;
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static int maxLightEnergy;
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static int currentLightEnergy;
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static float ritualTime;
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static bool startRitual;
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static float alphaRitual;
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static bool timeOver;
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static int nextStarsAlignment;
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static Texture2D background;
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static Texture2D foregroundI;
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static Texture2D foregroundII;
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static Texture2D foregroundIII;
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static Texture2D texPlayer;
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static Texture2D texEnemy;
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static Texture2D texLight;
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static Texture2D lightGlow;
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static Texture2D lightRay;
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static Texture2D book;
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static Texture2D texRitual;
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static Texture2D texTimeOver;
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static Texture2D circleIoff, circleIIoff, circleIIIoff;
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static Texture2D circleIon, circleIIon, circleIIIon;
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static Rectangle lightOff, lightOn;
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static Sound fxLightOn, fxLightOff;
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// Debug variables
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static bool enemiesStopped;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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//------------------------------------------------------------------------------------
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static bool ColorEqual(Color col1, Color col2); // Check if two colors are equal
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static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
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static void Vector2Normalize(Vector2 *v);
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static void EnemyReset(Enemy *enemy);
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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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// Textures loading
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background = LoadTexture("resources/textures/background.png");
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foregroundI = LoadTexture("resources/textures/foreground_level_i.png");
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foregroundII = LoadTexture("resources/textures/foreground_level_ii.png");
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foregroundIII = LoadTexture("resources/textures/foreground_level_iii.png");
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texPlayer = LoadTexture("resources/textures/player.png");
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texEnemy = LoadTexture("resources/textures/enemy.png");
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texLight = LoadTexture("resources/textures/light.png");
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lightGlow = LoadTexture("resources/textures/light_glow.png");
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lightRay = LoadTexture("resources/textures/light_ray.png");
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book = LoadTexture("resources/textures/book.png");
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texRitual = LoadTexture("resources/textures/msg_ritual.png");
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texTimeOver = LoadTexture("resources/textures/time_over.png");
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circleIoff = LoadTexture("resources/textures/circle_level_i_off.png");
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circleIIoff = LoadTexture("resources/textures/circle_level_ii_off.png");
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circleIIIoff = LoadTexture("resources/textures/circle_level_iii_off.png");
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circleIon = LoadTexture("resources/textures/circle_level_i_on.png");
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circleIIon = LoadTexture("resources/textures/circle_level_ii_on.png");
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circleIIIon = LoadTexture("resources/textures/circle_level_iii_on.png");
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lightOff = (Rectangle){ 0, 0, 64, 64 };
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lightOn = (Rectangle){ 64, 0, 64, 64 };
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fxLightOn = LoadSound("resources/audio/light_on.wav");
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fxLightOff = LoadSound("resources/audio/light_off.wav");
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// Initialize player
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player.position = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 40 };
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player.radius = 20;
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player.speed = (Vector2){5, 5};
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player.color = WHITE;
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// Initialize lights positions based on lights map image data
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int kI = 0, kII = 0, kIII = 0;
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for (int y = 0; y < lightsMapHeight; y++)
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{
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for (int x = 0; x < lightsMapWidth; x++)
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{
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if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 255, 0, 0, 255 }))
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{
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// Store light position I
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lightsI[kI].position.x = (float)x*10;
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lightsI[kI].position.y = (float)y*10;
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kI++;
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//printf("Light %02i position: %i, %i\n", kI, (int)lightsI[kI - 1].position.x, (int)lightsI[kI - 1].position.y);
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}
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else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 255, 0, 255 }))
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{
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// Store light position II
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lightsII[kII].position.x = (float)x*10;
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lightsII[kII].position.y = (float)y*10;
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kII++;
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}
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else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 0, 255, 255 }))
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{
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// Store light position III
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lightsIII[kIII].position.x = (float)x*10;
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lightsIII[kIII].position.y = (float)y*10;
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kIII++;
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}
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}
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}
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// Initialize lights I
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for (int i = 0; i < MAX_LIGHTS_I; i++)
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{
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lightsI[i].radius = 12;
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lightsI[i].requiredEnergy = GetRandomValue(3, 9);
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lightsI[i].active = false;
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lightsI[i].color = GOLD;
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lightsI[i].framesCounter = 0;
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lightsI[i].currentFrame = 0;
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lightsI[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
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}
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// Initialize lights II
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for (int i = 0; i < MAX_LIGHTS_II; i++)
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{
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lightsII[i].radius = 8;
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lightsII[i].requiredEnergy = GetRandomValue(3, 8);
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lightsII[i].active = false;
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lightsII[i].color = GOLD;
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lightsII[i].framesCounter = 0;
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lightsII[i].currentFrame = 0;
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lightsII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
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}
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// Initialize lights III
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for (int i = 0; i < MAX_LIGHTS_III; i++)
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{
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lightsIII[i].radius = 8;
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lightsIII[i].requiredEnergy = GetRandomValue(4, 10);
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lightsIII[i].active = false;
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lightsIII[i].color = GOLD;
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lightsIII[i].framesCounter = 0;
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lightsIII[i].currentFrame = 0;
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lightsIII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
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}
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// Initialize ritual level
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ritualLevel = 0;
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currentLightedLevel = LEVEL_I;
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lighterPosition = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
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// Initialize enemies
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for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]);
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// Initialize max light energy (depends on lights randomness)
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maxLightEnergy = 0;
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for (int i = 0; i < MAX_LIGHTS_I; i++) maxLightEnergy += lightsI[i].requiredEnergy;
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for (int i = 0; i < MAX_LIGHTS_II; i++) maxLightEnergy += lightsII[i].requiredEnergy;
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for (int i = 0; i < MAX_LIGHTS_III; i++) maxLightEnergy += lightsIII[i].requiredEnergy;
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//printf("Max light energy: %i\n", maxLightEnergy);
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// Initialize ritual variables
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ritualTime = 0.0f;
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startRitual = false;;
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alphaRitual = 0.0f;
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timeOver = false;
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nextStarsAlignment = GetRandomValue(500, 1000);
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enemiesStopped = false;
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PlayMusicStream("resources/audio/ritual.ogg");
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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')) pause = !pause;
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if (!pause && (currentLightedLevel != LEVEL_FINISHED) && !timeOver)
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{
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framesCounter++; // Time starts counting to awake enemies
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// Player movement logic
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if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
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else if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
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if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
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else if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
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// Debug key to stop enemies
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if (IsKeyPressed(KEY_S)) enemiesStopped = !enemiesStopped;
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/*
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if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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{
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Vector2 movement = GetGamepadMovement(GAMEPAD_PLAYER1);
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player.position.x += movement.x*GAMEPAD_SENSITIVITY;
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player.position.y += movement.y*GAMEPAD_SENSITIVITY;
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}
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*/
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// Player light energy filling logic
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if (CheckCollisionCircles(player.position, player.radius, lighterPosition, 50))
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{
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player.lightEnergy += ENERGY_REFILL_RATIO;
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player.color = (Color){ 255, 255, 100, 255 };
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}
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else player.color = WHITE;
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if (player.lightEnergy > MAX_PLAYER_ENERGY) player.lightEnergy = MAX_PLAYER_ENERGY;
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// Player vs lights collision detection (depends on lighted level)
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if (currentLightedLevel == LEVEL_I)
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{
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for (int i = 0; i < MAX_LIGHTS_I; i++)
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{
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// Check player vs lightI collision
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if (CheckCollisionCircles(player.position, player.radius, lightsI[i].position, lightsI[i].radius))
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{
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if (!lightsI[i].active && (player.lightEnergy >= lightsI[i].requiredEnergy))
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{
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lightsI[i].active = true;
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lightsI[i].currentFrame = 1;
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player.lightEnergy -= lightsI[i].requiredEnergy;
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PlaySound(fxLightOn);
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}
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}
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}
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}
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else if (currentLightedLevel == LEVEL_II)
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{
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for (int i = 0; i < MAX_LIGHTS_II; i++)
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{
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if (CheckCollisionCircles(player.position, player.radius, lightsII[i].position, lightsII[i].radius))
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{
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if (!lightsII[i].active && (player.lightEnergy >= lightsII[i].requiredEnergy))
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{
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lightsII[i].active = true;
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player.lightEnergy -= lightsII[i].requiredEnergy;
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PlaySound(fxLightOn);
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}
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}
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}
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}
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else if (currentLightedLevel == LEVEL_III)
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{
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for (int i = 0; i < MAX_LIGHTS_III; i++)
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{
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if (CheckCollisionCircles(player.position, player.radius, lightsIII[i].position, lightsIII[i].radius))
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{
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if (!lightsIII[i].active && (player.lightEnergy >= lightsIII[i].requiredEnergy))
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{
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lightsIII[i].active = true;
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player.lightEnergy -= lightsIII[i].requiredEnergy;
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PlaySound(fxLightOn);
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}
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}
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}
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}
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// Lights animation (it doesn't depend on currentLightedLevel)
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for (int i = 0; i < MAX_LIGHTS_I; i++)
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{
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// Light animation
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if (lightsI[i].active)
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{
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lightsI[i].framesCounter++;
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if (lightsI[i].framesCounter > 10)
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{
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lightsI[i].currentFrame++;
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if (lightsI[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsI[i].currentFrame = 1;
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lightsI[i].framesCounter = 0;
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}
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}
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lightsI[i].frameRec.x = lightsI[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
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}
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for (int i = 0; i < MAX_LIGHTS_II; i++)
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{
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// Light animation
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if (lightsII[i].active)
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{
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lightsII[i].framesCounter++;
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if (lightsII[i].framesCounter > 10)
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{
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lightsII[i].currentFrame++;
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if (lightsII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsII[i].currentFrame = 1;
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lightsII[i].framesCounter = 0;
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}
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}
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lightsII[i].frameRec.x = lightsII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
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}
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for (int i = 0; i < MAX_LIGHTS_III; i++)
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{
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// Light animation
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if (lightsIII[i].active)
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{
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lightsIII[i].framesCounter++;
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if (lightsIII[i].framesCounter > 10)
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{
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lightsIII[i].currentFrame++;
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if (lightsIII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsIII[i].currentFrame = 1;
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lightsIII[i].framesCounter = 0;
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}
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}
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lightsIII[i].frameRec.x = lightsIII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
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}
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// Enemies logic
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if (!enemiesStopped)
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{
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for (int i = 0; i < MAX_ENEMIES; i++)
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{
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if (!enemies[i].active) enemies[i].framesCounter++;
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if (enemies[i].framesCounter > enemies[i].awakeFramesDelay) enemies[i].active = true;
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if (enemies[i].active)
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{
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// Move to the target
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Vector2 dir = Vector2Subtract(enemies[i].targetPos, enemies[i].position);
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Vector2Normalize(&dir);
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enemies[i].position.x += dir.x*enemies[i].speed;
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enemies[i].position.y += dir.y*enemies[i].speed;
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if (currentLightedLevel == LEVEL_I)
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{
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if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsI[enemies[i].targetNum].radius))
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{
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lightsI[enemies[i].targetNum].active = false;
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lightsI[enemies[i].targetNum].framesCounter = 0;
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lightsI[enemies[i].targetNum].currentFrame = 0;
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lightsI[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
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EnemyReset(&enemies[i]);
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PlaySound(fxLightOff);
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}
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}
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else if (currentLightedLevel == LEVEL_II)
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{
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if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsII[enemies[i].targetNum].radius))
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{
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lightsII[enemies[i].targetNum].active = false;
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lightsII[enemies[i].targetNum].framesCounter = 0;
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lightsII[enemies[i].targetNum].currentFrame = 0;
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lightsII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
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EnemyReset(&enemies[i]);
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PlaySound(fxLightOff);
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}
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}
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else if (currentLightedLevel == LEVEL_III)
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{
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if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsIII[enemies[i].targetNum].radius))
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{
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lightsIII[enemies[i].targetNum].active = false;
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lightsIII[enemies[i].targetNum].framesCounter = 0;
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lightsIII[enemies[i].targetNum].currentFrame = 0;
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lightsIII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
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EnemyReset(&enemies[i]);
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PlaySound(fxLightOff);
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}
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}
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}
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}
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}
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// Check current light energy (for right bar)
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currentLightEnergy = 0;
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for (int i = 0; i < MAX_LIGHTS_I; i++) if (lightsI[i].active) currentLightEnergy += lightsI[i].requiredEnergy;
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for (int i = 0; i < MAX_LIGHTS_II; i++) if (lightsII[i].active) currentLightEnergy += lightsII[i].requiredEnergy;
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for (int i = 0; i < MAX_LIGHTS_III; i++) if (lightsIII[i].active) currentLightEnergy += lightsIII[i].requiredEnergy;
|
|
|
|
// Check current lighted level
|
|
// Check ending conditions: all lights off, ritual level reached
|
|
previousLightedLevel = currentLightedLevel;
|
|
|
|
currentLightedLevel = LEVEL_I;
|
|
|
|
bool lightedLevel = true;
|
|
for (int i = 0; i < MAX_LIGHTS_I; i++) if (!lightsI[i].active) lightedLevel = false;
|
|
if (lightedLevel) currentLightedLevel = LEVEL_II;
|
|
|
|
for (int i = 0; i < MAX_LIGHTS_II; i++) if (!lightsII[i].active) lightedLevel = false;
|
|
if (lightedLevel) currentLightedLevel = LEVEL_III;
|
|
|
|
for (int i = 0; i < MAX_LIGHTS_III; i++) if (!lightsIII[i].active) lightedLevel = false;
|
|
if (lightedLevel)
|
|
{
|
|
currentLightedLevel = LEVEL_FINISHED;
|
|
|
|
for (int i = 0; i < MAX_ENEMIES; i++) enemies[i].active = false;
|
|
}
|
|
|
|
if (currentLightedLevel != previousLightedLevel) for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]);
|
|
|
|
ritualTime = (float)framesCounter/60;
|
|
|
|
// Check game over condition (time run out)
|
|
if ((99.0f - ritualTime) <= 0.0f)
|
|
{
|
|
ritualTime = 99.0f;
|
|
timeOver = true;
|
|
}
|
|
}
|
|
|
|
if (startRitual)
|
|
{
|
|
alphaRitual += 0.02f;
|
|
|
|
SetMusicVolume(1.0f - alphaRitual);
|
|
|
|
if (alphaRitual > 1.0f) finishScreen = 1;
|
|
}
|
|
}
|
|
|
|
// Gameplay Screen Draw logic
|
|
void DrawGameplayScreen(void)
|
|
{
|
|
DrawTexture(background, 0, 0, WHITE);
|
|
|
|
// DrawText("STARS ARE ALIGNED! NO TIME TO LOOSE! LIGHT MY RITUAL!",
|
|
|
|
// Draw foreground and circles
|
|
if ((currentLightedLevel == LEVEL_FINISHED) || (currentLightedLevel == LEVEL_III)) DrawTexture(foregroundIII, 0, 0, WHITE);
|
|
else if (currentLightedLevel == LEVEL_II) DrawTexture(foregroundII, 0, 0, WHITE);
|
|
else if (currentLightedLevel == LEVEL_I) DrawTexture(foregroundI, 0, 0, WHITE);
|
|
|
|
// Draw lighted circles (depends on current lighted level)
|
|
switch (currentLightedLevel)
|
|
{
|
|
case LEVEL_FINISHED:
|
|
{
|
|
DrawTexture(circleIIIon, GetScreenWidth()/2 - circleIIIon.width/2, GetScreenHeight()/2 - circleIIIon.height/2, WHITE);
|
|
DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE);
|
|
DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
|
|
} break;
|
|
case LEVEL_III:
|
|
{
|
|
DrawTexture(circleIIIoff, GetScreenWidth()/2 - circleIIIoff.width/2, GetScreenHeight()/2 - circleIIIoff.height/2, WHITE);
|
|
DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE);
|
|
DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
|
|
} break;
|
|
case LEVEL_II:
|
|
{
|
|
DrawTexture(circleIIoff, GetScreenWidth()/2 - circleIIoff.width/2, GetScreenHeight()/2 - circleIIoff.height/2, WHITE);
|
|
DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
|
|
} break;
|
|
case LEVEL_I:
|
|
{
|
|
DrawTexture(circleIoff, GetScreenWidth()/2 - circleIoff.width/2, GetScreenHeight()/2 - circleIoff.height/2, WHITE);
|
|
} break;
|
|
default: break;
|
|
}
|
|
|
|
// Draw lights (depends on current lighted level)
|
|
switch (currentLightedLevel)
|
|
{
|
|
case LEVEL_FINISHED:
|
|
case LEVEL_III:
|
|
{
|
|
for (int i = 0; i < MAX_LIGHTS_III; i++)
|
|
{
|
|
//if (lightsIII[i].active) DrawCircleV(lightsIII[i].position, lightsIII[i].radius, GOLD);
|
|
//else DrawCircleLines(lightsIII[i].position.x, lightsIII[i].position.y, lightsIII[i].radius, GRAY);
|
|
|
|
if (lightsIII[i].active)
|
|
{
|
|
DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE);
|
|
DrawTexture(lightGlow, lightsIII[i].position.x - lightGlow.width/2, lightsIII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
|
|
DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, GRAY);
|
|
}
|
|
else
|
|
{
|
|
DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE);
|
|
DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, YELLOW);
|
|
}
|
|
}
|
|
}
|
|
case LEVEL_II:
|
|
{
|
|
for (int i = 0; i < MAX_LIGHTS_II; i++)
|
|
{
|
|
//if (lightsII[i].active) DrawCircleV(lightsII[i].position, lightsII[i].radius, GOLD);
|
|
//else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY);
|
|
|
|
if (lightsII[i].active)
|
|
{
|
|
DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE);
|
|
DrawTexture(lightGlow, lightsII[i].position.x - lightGlow.width/2, lightsII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
|
|
DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, GRAY);
|
|
}
|
|
else
|
|
{
|
|
DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE);
|
|
DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, YELLOW);
|
|
}
|
|
}
|
|
}
|
|
case LEVEL_I:
|
|
{
|
|
for (int i = 0; i < MAX_LIGHTS_I; i++)
|
|
{
|
|
//if (lightsI[i].active) DrawCircleV(lightsI[i].position, lightsI[i].radius, GOLD);
|
|
//else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY);
|
|
|
|
if (lightsI[i].active)
|
|
{
|
|
DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE);
|
|
DrawTexture(lightGlow, lightsI[i].position.x - lightGlow.width/2, lightsI[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
|
|
DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, GRAY);
|
|
}
|
|
else
|
|
{
|
|
DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE);
|
|
DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, YELLOW);
|
|
}
|
|
}
|
|
}
|
|
default: break;
|
|
}
|
|
|
|
// Draw main lighter
|
|
DrawTexture(book, GetScreenWidth()/2 - book.width/2, GetScreenHeight()/2, WHITE);
|
|
DrawTexture(lightRay, GetScreenWidth()/2 - lightRay.width/2, 0, Fade(WHITE, 0.5f));
|
|
|
|
// Draw player
|
|
//DrawCircleV(player.position, player.radius, player.color);
|
|
DrawTexture(texPlayer, player.position.x - 32, player.position.y - 32, player.color);
|
|
|
|
if (currentLightedLevel != LEVEL_FINISHED)
|
|
{
|
|
// Draw enemies (depends on current lighted level)
|
|
for (int i = 0; i < MAX_ENEMIES; i++)
|
|
{
|
|
if (enemies[i].active)
|
|
{
|
|
//DrawCircleV(enemies[i].position, enemies[i].radius, enemies[i].color);
|
|
DrawTextureRec(texEnemy, (Rectangle){ 0, 0, 64, 64 }, (Vector2){ enemies[i].position.x - 32, enemies[i].position.y - 32 }, WHITE);
|
|
}
|
|
}
|
|
|
|
// Draw time left for ritual
|
|
DrawTextEx(font, FormatText("%02.2f", (99.0f - ritualTime)), (Vector2){ 560, 20 }, font.size, 0, WHITE);
|
|
|
|
// Draw light energy bar
|
|
DrawRectangle(20, 30, 400, 20, GRAY);
|
|
DrawRectangle(20, 30, (400*player.lightEnergy)/MAX_PLAYER_ENERGY, 20, GOLD);
|
|
DrawRectangleLines(20, 30, 400, 20, LIGHTGRAY);
|
|
DrawText(FormatText("%03.0f", player.lightEnergy), 430, 30, 20, WHITE);
|
|
|
|
// Draw level lighted bar (for completion)
|
|
DrawRectangle(GetScreenWidth() - 40, 30, 20, 660, GRAY);
|
|
DrawRectangle(GetScreenWidth() - 40, 30 + 660 - 660*currentLightEnergy/maxLightEnergy, 20, 660*currentLightEnergy/maxLightEnergy, YELLOW);
|
|
DrawRectangleLines(GetScreenWidth() - 40, 30, 20, 660, LIGHTGRAY);
|
|
|
|
// Show message: "You run out of light!!!" if player.lightEnergy <= 0
|
|
if (player.lightEnergy < 2)
|
|
{
|
|
if ((framesCounter/20)%2) DrawTextEx(font, "YOU'RE RUNNING OUT OF LIGHT!", (Vector2){ 20, 60 }, font.size/2, 0, WHITE);
|
|
}
|
|
}
|
|
else if (!timeOver) // LEVEL_FINISHED
|
|
{
|
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f));
|
|
|
|
// Wait some time before jumping to ending: raylib
|
|
DrawTexture(texRitual, GetScreenWidth()/2 - texRitual.width/2, 100, WHITE);
|
|
DrawTextEx(font, FormatText("BEST LIGHTING TIME: %02.2f", ritualTime), (Vector2){ 320, 340 }, 50, 0, WHITE);
|
|
DrawTextEx(font, "PRESS ENTER to START the RITUAL", (Vector2){ 160, 480 }, 60, 0, WHITE);
|
|
|
|
if (IsKeyPressed(KEY_ENTER)) startRitual = true;
|
|
}
|
|
|
|
if (timeOver)
|
|
{
|
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f));
|
|
|
|
DrawTexture(texTimeOver, GetScreenWidth()/2 - texTimeOver.width/2, 140, WHITE);
|
|
DrawTextEx(font, FormatText("NEXT STARS ALIGNMENT IN %i YEARS", nextStarsAlignment), (Vector2){ 200, 360 }, 50, 0, WHITE);
|
|
DrawTextEx(font, "PRESS ENTER to GO HOME...", (Vector2){ 260, 480 }, 60, 0, WHITE);
|
|
|
|
if (IsKeyPressed(KEY_ENTER)) finishScreen = 2;
|
|
}
|
|
|
|
if (startRitual) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, alphaRitual));
|
|
|
|
if (pause) DrawTextEx(font, "RITUAL PAUSED", (Vector2){ GetScreenWidth()/2 - MeasureText("RITUAL PAUSED", 40)/2, 110 }, 50, 0, WHITE);
|
|
}
|
|
|
|
// Gameplay Screen Unload logic
|
|
void UnloadGameplayScreen(void)
|
|
{
|
|
// Unload GAMEPLAY screen variables here!
|
|
UnloadTexture(background);
|
|
UnloadTexture(foregroundI);
|
|
UnloadTexture(foregroundII);
|
|
UnloadTexture(foregroundIII);
|
|
UnloadTexture(texPlayer);
|
|
UnloadTexture(texEnemy);
|
|
UnloadTexture(texLight);
|
|
UnloadTexture(lightGlow);
|
|
UnloadTexture(lightRay);
|
|
UnloadTexture(book);
|
|
UnloadTexture(texRitual);
|
|
UnloadTexture(texTimeOver);
|
|
|
|
// Unload circles
|
|
UnloadTexture(circleIoff);
|
|
UnloadTexture(circleIIoff);
|
|
UnloadTexture(circleIIIoff);
|
|
UnloadTexture(circleIon);
|
|
UnloadTexture(circleIIon);
|
|
UnloadTexture(circleIIIon);
|
|
|
|
// Unload sounds
|
|
UnloadSound(fxLightOn);
|
|
UnloadSound(fxLightOff);
|
|
}
|
|
|
|
// Gameplay Screen should finish?
|
|
int FinishGameplayScreen(void)
|
|
{
|
|
return finishScreen;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Module Functions Definitions (local)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Check two colors if equal
|
|
static bool ColorEqual(Color col1, Color col2)
|
|
{
|
|
return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
|
|
}
|
|
|
|
// Substract two vectors
|
|
static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
|
|
{
|
|
Vector2 result;
|
|
|
|
result.x = v1.x - v2.x;
|
|
result.y = v1.y - v2.y;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Normalize provided vector
|
|
static void Vector2Normalize(Vector2 *v)
|
|
{
|
|
float length, ilength;
|
|
|
|
length = sqrt(v->x*v->x + v->y*v->y);
|
|
|
|
if (length == 0) length = 1.0f;
|
|
|
|
ilength = 1.0f/length;
|
|
|
|
v->x *= ilength;
|
|
v->y *= ilength;
|
|
}
|
|
|
|
// Reset enemy parameters
|
|
// NOTE: Depends on currentLightedLevel
|
|
static void EnemyReset(Enemy *enemy)
|
|
{
|
|
enemy->active = false;
|
|
enemy->framesCounter = 0;
|
|
enemy->color = RED;
|
|
enemy->radius = 10;
|
|
|
|
int side = GetRandomValue(0, 1);
|
|
|
|
if (side) enemy->position = (Vector2){ GetRandomValue(50, 150), GetRandomValue(50, GetScreenHeight() - 50) };
|
|
else enemy->position = (Vector2){ GetRandomValue(GetScreenWidth() - 150, GetScreenWidth() - 50), GetRandomValue(50, GetScreenHeight() - 50) };
|
|
|
|
// TODO: Choose only active lights
|
|
// TODO: if currentLightedLevel has no active lights, choose light from a lower level!
|
|
|
|
if (currentLightedLevel == LEVEL_I)
|
|
{
|
|
enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_I - 1); // LEVEL_I
|
|
enemy->targetPos = lightsI[enemy->targetNum].position;
|
|
enemy->speed = (float)GetRandomValue(15, 20)/10.0f;
|
|
enemy->awakeFramesDelay = GetRandomValue(90, 400);
|
|
}
|
|
else if (currentLightedLevel == LEVEL_II)
|
|
{
|
|
enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_II - 1); // LEVEL_II
|
|
enemy->targetPos = lightsII[enemy->targetNum].position;
|
|
enemy->speed = (float)GetRandomValue(10, 20)/10.0f;
|
|
enemy->awakeFramesDelay = GetRandomValue(240, 800);
|
|
}
|
|
else if (currentLightedLevel == LEVEL_III)
|
|
{
|
|
enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_III - 1); // LEVEL_III
|
|
enemy->targetPos = lightsIII[enemy->targetNum].position;
|
|
enemy->speed = (float)GetRandomValue(8, 18)/10.0f;
|
|
enemy->awakeFramesDelay = GetRandomValue(180, 1200);
|
|
}
|
|
} |