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- /**********************************************************************************************
- *
- * raylib - Standard Game template
- *
- * Level01 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"
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition (local to this module)
- //----------------------------------------------------------------------------------
-
- // Level01 screen global variables
- static int framesCounter;
- static int finishScreen;
-
- static Rectangle innerLeftRec, outerLeftRec;
- static Rectangle innerRightRec, outerRightRec;
-
- static bool done = false;
- static int levelTimeSec = 0;
- static bool levelFinished = false;
-
- //----------------------------------------------------------------------------------
- // Level01 Screen Functions Definition
- //----------------------------------------------------------------------------------
-
- // Level01 Screen Initialization logic
- void InitLevel01Screen(void)
- {
- // Initialize Level01 screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-
- outerLeftRec = (Rectangle){ 0, 0, GetScreenWidth()/2, GetScreenHeight() };
- outerRightRec = (Rectangle){ GetScreenWidth()/2, 0, GetScreenWidth()/2, GetScreenHeight() };
-
- innerLeftRec = (Rectangle){ GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
- innerRightRec = (Rectangle){ GetScreenWidth()/2 + GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
- }
-
- // Level01 Screen Update logic
- void UpdateLevel01Screen(void)
- {
- // Update Level01 screen
- framesCounter++;
-
- if (!done)
- {
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
- {
- if (CheckCollisionPointRec(GetMousePosition(), innerLeftRec))
- {
- if (innerRightRec.width > 0)
- {
- innerRightRec.x += 20;
- innerRightRec.y += 20;
- innerRightRec.width -= 40;
- innerRightRec.height -= 40;
- }
- }
- else if (CheckCollisionPointRec(GetMousePosition(), innerRightRec))
- {
- if (innerLeftRec.width > 0)
- {
- innerLeftRec.x += 20;
- innerLeftRec.y += 20;
- innerLeftRec.width -= 40;
- innerLeftRec.height -= 40;
- }
- }
- else if (CheckCollisionPointRec(GetMousePosition(), outerLeftRec))
- {
- innerLeftRec.x -= 20;
- innerLeftRec.y -= 20;
- innerLeftRec.width += 40;
- innerLeftRec.height += 40;
- }
- else if (CheckCollisionPointRec(GetMousePosition(), outerRightRec))
- {
- innerRightRec.x -= 20;
- innerRightRec.y -= 20;
- innerRightRec.width += 40;
- innerRightRec.height += 40;
- }
- }
-
-
- if (((innerRightRec.width == 0) && (innerLeftRec.height >= GetScreenHeight())) ||
- ((innerLeftRec.width == 0) && (innerRightRec.height >= GetScreenHeight())))
- {
- done = true;
- PlaySound(levelWin);
- }
- }
-
- if (done && !levelFinished)
- {
- levelTimeSec = framesCounter/60;
- levelFinished = true;
- framesCounter = 0;
- }
-
- if (levelFinished)
- {
- framesCounter++;
-
- if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
- }
- }
-
- // Level01 Screen Draw logic
- void DrawLevel01Screen(void)
- {
- // Draw Level01 screen
- if (!levelFinished) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), LIGHTGRAY);
- else DrawRectangle(60, 60, GetScreenWidth() - 120, GetScreenHeight() - 120, LIGHTGRAY);
-
- DrawRectangleRec(outerLeftRec, GRAY);
- DrawRectangleRec(innerLeftRec, RAYWHITE);
- DrawRectangleRec(outerRightRec, RAYWHITE);
- DrawRectangleRec(innerRightRec, GRAY);
-
- if (levelFinished)
- {
- DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
- DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 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 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, LIGHTGRAY);
- }
-
- // Level01 Screen Unload logic
- void UnloadLevel01Screen(void)
- {
- // TODO: Unload Level01 screen variables here!
- }
-
- // Level01 Screen should finish?
- int FinishLevel01Screen(void)
- {
- return finishScreen;
- }
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