153 lines
5.2 KiB
C
153 lines
5.2 KiB
C
/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level10 Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Level10 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Rectangle leftColumnRec, middleColumnRec, rightColumnRec;
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static Rectangle movingBox;
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static int moveSpeed = 4;
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static bool leftColumnActive, middleColumnActive, rightColumnActive;
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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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// Level10 Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Level10 Screen Initialization logic
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void InitLevel10Screen(void)
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{
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// TODO: Initialize Level10 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 };
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leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() };
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middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() };
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rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() };
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leftColumnActive = true;
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middleColumnActive = false;
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rightColumnActive = true;
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}
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// Level10 Screen Update logic
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void UpdateLevel10Screen(void)
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{
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// Update Level10 screen variables here!
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framesCounter++;
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if (!done)
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{
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movingBox.x += moveSpeed;
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if (movingBox.x <= 0) moveSpeed *= -1;
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if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) ||
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(middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) ||
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(rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec))
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{
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middleColumnActive = false;
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rightColumnActive = true;
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}
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else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec))
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{
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rightColumnActive = false;
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leftColumnActive = true;
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}
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else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec))
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{
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leftColumnActive = false;
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middleColumnActive = true;
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}
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}
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}
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if (movingBox.x >= 1100) done = true;
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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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// Level10 Screen Draw logic
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void DrawLevel10Screen(void)
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{
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// Draw Level10 screen
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DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY);
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DrawRectangleRec(movingBox, LIGHTGRAY);
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if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY);
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if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY);
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if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY);
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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 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 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 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level10 Screen Unload logic
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void UnloadLevel10Screen(void)
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{
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// TODO: Unload Level10 screen variables here!
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}
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// Level10 Screen should finish?
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int FinishLevel10Screen(void)
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{
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return finishScreen;
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} |