185 lines
5.8 KiB
C
185 lines
5.8 KiB
C
/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level05 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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#define NUM_CIRCLES 10
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Level05 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Vector2 circleCenter;
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static float circleRadius[NUM_CIRCLES];
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static bool circleLocked[NUM_CIRCLES];
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static Color circleColor[NUM_CIRCLES];
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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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// Level05 Screen Functions Definition
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//----------------------------------------------------------------------------------
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static bool CheckColor(Color col1, Color col2);
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// Level05 Screen Initialization logic
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void InitLevel05Screen(void)
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{
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// Initialize Level05 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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circleCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
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for (int i = 0; i < NUM_CIRCLES; i++)
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{
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circleRadius[i] = 760/NUM_CIRCLES*(NUM_CIRCLES - i);
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circleLocked[i] = false;
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}
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// That's a dirty hack to give sonme coherence to this puzzle...
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circleColor[9] = GRAY;
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circleColor[8] = RAYWHITE;
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circleColor[7] = RAYWHITE;
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circleColor[6] = GRAY;
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circleColor[5] = RAYWHITE;
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circleColor[4] = GRAY;
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circleColor[3] = GRAY;
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circleColor[2] = GRAY;
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circleColor[1] = RAYWHITE;
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circleColor[0] = GRAY;
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}
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// Level05 Screen Update logic
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void UpdateLevel05Screen(void)
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{
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// Update Level05 screen variables here!
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framesCounter++;
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if (!done)
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{
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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for (int i = NUM_CIRCLES - 1; i >= 0; i--)
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{
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if (CheckCollisionPointCircle(GetMousePosition(), circleCenter, circleRadius[i]))
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{
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if (i == 0)
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{
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if (CheckColor(circleColor[8], GRAY)) circleColor[8] = RAYWHITE;
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else circleColor[8] = GRAY;
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}
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else if (i == 2)
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{
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if (CheckColor(circleColor[5], GRAY)) circleColor[5] = RAYWHITE;
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else circleColor[5] = GRAY;
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}
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else if (i == 3)
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{
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if (CheckColor(circleColor[6], GRAY)) circleColor[6] = RAYWHITE;
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else circleColor[6] = GRAY;
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}
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else
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{
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if (CheckColor(circleColor[i], GRAY)) circleColor[i] = RAYWHITE;
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else circleColor[i] = GRAY;
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}
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return;
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}
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}
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}
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// Check all cicles done
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for (int i = 0; i < NUM_CIRCLES; i++)
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{
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done = true;
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if (CheckColor(circleColor[i], RAYWHITE))
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{
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done = false;
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return;
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}
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//if (done) 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 > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
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}
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}
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// Level05 Screen Draw logic
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void DrawLevel05Screen(void)
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{
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// Draw Level05 screen
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for (int i = 0; i < NUM_CIRCLES; i++)
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{
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DrawPoly(circleCenter, 64, circleRadius[i], 0.0f, circleColor[i]);
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}
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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 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 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 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level05 Screen Unload logic
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void UnloadLevel05Screen(void)
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{
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// TODO: Unload Level05 screen variables here!
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}
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// Level05 Screen should finish?
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int FinishLevel05Screen(void)
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{
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return finishScreen;
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}
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static bool CheckColor(Color col1, Color col2)
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{
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return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
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} |