157 lines
5.4 KiB
C
157 lines
5.4 KiB
C
/**********************************************************************************************
|
|
*
|
|
* raylib - Standard Game template
|
|
*
|
|
* Level02 Screen Functions Definitions (Init, Update, Draw, Unload)
|
|
*
|
|
* Copyright (c) 2014 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 <math.h>
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition (local to this module)
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Level02 screen global variables
|
|
static int framesCounter;
|
|
static int finishScreen;
|
|
|
|
static Vector2 bouncingBallPos;
|
|
static float bouncingBallRadius = 40;
|
|
static Vector2 bouncingBallSpeed;
|
|
|
|
static Vector2 holeCirclePos;
|
|
static float holeCircleRadius = 50;
|
|
|
|
static bool ballOnHole = false;
|
|
|
|
static int levelTimeSec = 0;
|
|
static bool levelFinished = false;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Level02 Screen Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
float Vector2Distance(Vector2 v1, Vector2 v2);
|
|
|
|
// Level02 Screen Initialization logic
|
|
void InitLevel02Screen(void)
|
|
{
|
|
// TODO: Initialize Level02 screen variables here!
|
|
framesCounter = 0;
|
|
finishScreen = 0;
|
|
|
|
bouncingBallPos = (Vector2){ 120, 80 };
|
|
bouncingBallSpeed = (Vector2){ 6, 8 };
|
|
holeCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
|
|
}
|
|
|
|
// Level02 Screen Update logic
|
|
void UpdateLevel02Screen(void)
|
|
{
|
|
// Update Level02 screen
|
|
framesCounter++;
|
|
|
|
if (!ballOnHole)
|
|
{
|
|
bouncingBallPos.x += bouncingBallSpeed.x;
|
|
bouncingBallPos.y += bouncingBallSpeed.y;
|
|
|
|
if (((bouncingBallPos.x - bouncingBallRadius) <= 0) || ((bouncingBallPos.x + bouncingBallRadius) >= GetScreenWidth())) bouncingBallSpeed.x *= -1;
|
|
if (((bouncingBallPos.y - bouncingBallRadius) <= 0) || ((bouncingBallPos.y + bouncingBallRadius) >= GetScreenHeight())) bouncingBallSpeed.y *= -1;
|
|
|
|
Vector2 mousePos = GetMousePosition();
|
|
|
|
if (CheckCollisionPointCircle(mousePos, bouncingBallPos, 120))
|
|
{
|
|
bouncingBallPos.x = GetRandomValue(80, 1200);
|
|
bouncingBallPos.y = GetRandomValue(80, 650);
|
|
}
|
|
|
|
if (CheckCollisionPointCircle(mousePos, holeCirclePos, 120))
|
|
{
|
|
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
|
{
|
|
holeCirclePos = mousePos;
|
|
|
|
if ((holeCirclePos.x - holeCircleRadius) <= 0) holeCirclePos.x = holeCircleRadius;
|
|
else if ((holeCirclePos.x + holeCircleRadius) >= GetScreenWidth()) holeCirclePos.x = GetScreenWidth() - holeCircleRadius;
|
|
|
|
if ((holeCirclePos.y - holeCircleRadius) <= 0) holeCirclePos.y = holeCircleRadius;
|
|
else if ((holeCirclePos.y + holeCircleRadius) >= GetScreenHeight()) holeCirclePos.y = GetScreenHeight() - holeCircleRadius;
|
|
}
|
|
}
|
|
|
|
if (Vector2Distance(bouncingBallPos, holeCirclePos) < 20)
|
|
{
|
|
ballOnHole = true;
|
|
PlaySound(levelWin);
|
|
}
|
|
}
|
|
|
|
if (ballOnHole && !levelFinished)
|
|
{
|
|
levelTimeSec = framesCounter/60;
|
|
levelFinished = true;
|
|
framesCounter = 0;
|
|
}
|
|
|
|
if (levelFinished)
|
|
{
|
|
framesCounter++;
|
|
|
|
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
|
|
}
|
|
}
|
|
|
|
// Level02 Screen Draw logic
|
|
void DrawLevel02Screen(void)
|
|
{
|
|
// Draw Level02 screen
|
|
|
|
DrawCircleV(holeCirclePos, holeCircleRadius, LIGHTGRAY);
|
|
DrawCircleV(bouncingBallPos, bouncingBallRadius, DARKGRAY);
|
|
|
|
DrawCircleLines(bouncingBallPos.x, bouncingBallPos.y, 120, Fade(LIGHTGRAY, 0.8f));
|
|
|
|
|
|
|
|
if (levelFinished)
|
|
{
|
|
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
|
|
DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, GRAY);
|
|
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
|
|
}
|
|
else DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, LIGHTGRAY);
|
|
}
|
|
|
|
// Level02 Screen Unload logic
|
|
void UnloadLevel02Screen(void)
|
|
{
|
|
// TODO: Unload Level02 screen variables here!
|
|
}
|
|
|
|
// Level02 Screen should finish?
|
|
int FinishLevel02Screen(void)
|
|
{
|
|
return finishScreen;
|
|
} |