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- /**********************************************************************************************
- *
- * 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;
- }
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