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- /**********************************************************************************************
- *
- * raylib - Advance Game template
- *
- * Gameplay 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 "../player.h"
- #include "../monster.h"
-
- #include <string.h>
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition (local to this module)
- //----------------------------------------------------------------------------------
-
- // Gameplay screen global variables
- static int framesCounter;
- static int finishScreen;
-
- static Texture2D background;
-
- // Declare doors
- static Door doorLeft;
-
- // Decalre monsters
- static Monster lamp;
- static Monster chair;
- static Monster picture;
- static Monster arc;
-
- static bool monsterHover = false;
- static int monsterCheck = -1; // Identify checking monster
-
- static const char message[256] = "HAS LEGS BUT CAN NOT WALK...\nSEARCH FOR IT TO OPEN THE DOOR!";
- static int msgPosX = 100;
-
- static int msgState = 0; // 0-writting, 1-wait, 2-choose
- static int lettersCounter = 0;
- static char msgBuffer[256] = { '\0' };
- static int msgCounter = 0;
-
- static bool searching = false;
-
- static int scroll = 0;
-
- //----------------------------------------------------------------------------------
- // Gameplay Screen Functions Definition
- //----------------------------------------------------------------------------------
-
- // Gameplay Screen Initialization logic
- void InitAisle02Screen(void)
- {
- ResetPlayer();
-
- // Reset Screen variables
- monsterHover = false;
- monsterCheck = -1;
- msgState = 0;
- msgCounter = 0;
- lettersCounter = 0;
- for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
-
- framesCounter = 0;
- finishScreen = 0;
-
- background = LoadTexture("resources/textures/background_aisle02.png");
-
- scroll = player.position.x - 200;
-
- // Initialize doors
- doorLeft.position = (Vector2) { -10, 136 };
- doorLeft.facing = 0;
- doorLeft.locked = true;
- doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
- doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
- doorLeft.selected = false;
-
- // Monster init: lamp
- lamp.position = (Vector2){ 1520, 300 };
- lamp.texture = LoadTexture("resources/textures/monster_lamp_right.png");
- lamp.currentFrame = 0;
- lamp.framesCounter = 0;
- lamp.numFrames = 4;
- lamp.bounds = (Rectangle){ lamp.position.x + 200, lamp.position.y, 90, 380 };
- lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
- lamp.selected = false;
- lamp.active = false;
- lamp.spooky = true;
-
- // Monster init: chair
- chair.position = (Vector2){ 1400, 404 };
- chair.texture = LoadTexture("resources/textures/monster_chair_right.png");
- chair.currentFrame = 0;
- chair.framesCounter = 0;
- chair.numFrames = 4;
- chair.bounds = (Rectangle){ chair.position.x + 50, chair.position.y + 30, 120, 190 };
- chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height };
- chair.selected = false;
- chair.active = false;
- chair.spooky = false;
-
- // Monster init: picture
- picture.position = (Vector2){ 837, 162 };
- picture.texture = LoadTexture("resources/textures/monster_picture.png");
- picture.currentFrame = 0;
- picture.framesCounter = 0;
- picture.numFrames = 4;
- picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 };
- picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height };
- picture.selected = false;
- picture.active = false;
- picture.spooky = true;
-
- // Monster init: arc
- arc.position = (Vector2){ 388, 423 };
- arc.texture = LoadTexture("resources/textures/monster_arc.png");
- arc.currentFrame = 0;
- arc.framesCounter = 0;
- arc.numFrames = 4;
- arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 };
- arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height };
- arc.selected = false;
- arc.active = false;
- arc.spooky = true;
- }
-
- // Gameplay Screen Update logic
- void UpdateAisle02Screen(void)
- {
- // Update doors bounds
- doorLeft.bound.x = doorLeft.position.x - scroll;
-
- if (player.key)
- {
- // Door: left
- if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) ||
- (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true;
- else doorLeft.selected = false;
-
- if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
- {
- if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
- {
- if (doorLeft.locked)
- {
- doorLeft.frameRec.y = 0;
- doorLeft.locked = false;
- PlaySound(sndDoor);
- }
- else finishScreen = 1;
- }
- }
- }
-
- if (msgState > 2)
- {
- UpdatePlayer();
-
- // Monsters logic
- UpdateMonster(&lamp);
- UpdateMonster(&chair);
- UpdateMonster(&picture);
- UpdateMonster(&arc);
- }
-
- // Update monster bounds
- lamp.bounds.x = lamp.position.x + 200 - scroll;
- chair.bounds.x = chair.position.x + 50 - scroll;
- picture.bounds.x = picture.position.x + 44 - scroll;
- arc.bounds.x = arc.position.x + 44 - scroll;
-
- // Check player hover monsters to interact
- if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
- ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) ||
- ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) ||
- ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true;
- else monsterHover = false;
-
-
- // Monters logic: lamp
- if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
- {
- lamp.selected = true;
-
- if ((IsKeyPressed(KEY_SPACE)) ||
- ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
- {
- SearchKeyPlayer();
- searching = true;
- framesCounter = 0;
-
- monsterCheck = 1;
- }
- }
- else lamp.selected = false;
-
- // Monters logic: chair
- if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active)
- {
- chair.selected = true;
-
- if ((IsKeyPressed(KEY_SPACE)) ||
- ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds))))
- {
- SearchKeyPlayer();
- searching = true;
- framesCounter = 0;
-
- monsterCheck = 2;
- }
- }
- else chair.selected = false;
-
- // Monters logic: picture
- if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
- {
- picture.selected = true;
-
- if ((IsKeyPressed(KEY_SPACE)) ||
- ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
- {
- SearchKeyPlayer();
- searching = true;
- framesCounter = 0;
-
- monsterCheck = 3;
- }
- }
- else picture.selected = false;
-
- // Monters logic: arc
- if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)
- {
- arc.selected = true;
-
- if ((IsKeyPressed(KEY_SPACE)) ||
- ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds))))
- {
- SearchKeyPlayer();
- searching = true;
- framesCounter = 0;
-
- monsterCheck = 4;
- }
- }
- else arc.selected = false;
-
- if (searching)
- {
- framesCounter++;
-
- if (framesCounter > 180)
- {
- if (monsterCheck == 1)
- {
- if (lamp.spooky)
- {
- ScarePlayer();
- PlaySound(sndScream);
- }
- else FindKeyPlayer();
-
- lamp.active = true;
- lamp.selected = false;
- }
- else if (monsterCheck == 2)
- {
- if (chair.spooky)
- {
- ScarePlayer();
- PlaySound(sndScream);
- }
- else FindKeyPlayer();
-
- chair.active = true;
- chair.selected = false;
- }
- else if (monsterCheck == 3)
- {
- if (picture.spooky)
- {
- ScarePlayer();
- PlaySound(sndScream);
- }
- else FindKeyPlayer();
-
- picture.active = true;
- picture.selected = false;
- }
- else if (monsterCheck == 4)
- {
- if (arc.spooky)
- {
- ScarePlayer();
- PlaySound(sndScream);
- }
- else FindKeyPlayer();
-
- arc.active = true;
- arc.selected = false;
- }
-
- searching = false;
- framesCounter = 0;
- }
- }
-
- // Text animation
- framesCounter++;
-
- if ((framesCounter%2) == 0) lettersCounter++;
-
- if (msgState == 0)
- {
- if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
- else
- {
- for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
-
- lettersCounter = 0;
- msgState = 1;
- }
-
- if (IsKeyPressed(KEY_ENTER)) msgState = 1;
- }
- else if (msgState == 1)
- {
- msgCounter++;
-
- if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
- {
- msgState = 2;
- msgCounter = 0;
- }
- }
- else if (msgState == 2)
- {
- msgCounter++;
-
- if (msgCounter > 180) msgState = 3;
- }
- else msgCounter++;
-
- if (player.position.x > 200)
- {
- scroll = player.position.x - 200;
-
- if (scroll > 620) scroll = 620;
- }
- }
-
- // Gameplay Screen Draw logic
- void DrawAisle02Screen(void)
- {
- DrawTexture(background, -scroll, 0, WHITE);
-
- // Draw monsters
- DrawMonster(lamp, scroll);
- DrawMonster(arc, scroll);
- DrawMonster(picture, scroll);
- DrawMonster(chair, scroll);
-
- // Draw door
- Vector2 doorScrollPos = { doorLeft.position.x - scroll, doorLeft.position.y };
-
- if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN);
- else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE);
-
- // Draw messsages
- if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
- else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
-
- if (msgState == 0)
- {
- DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE);
- }
- else if (msgState == 1)
- {
- DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE);
-
- if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
- }
- else if (msgState == 2)
- {
- if ((msgCounter/30)%2)
- {
- DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.baseSize*2, 2, WHITE);
-
- DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
- DrawRectangleRec(arc.bounds, Fade(RED, 0.6f));
- DrawRectangleRec(chair.bounds, Fade(RED, 0.6f));
- DrawRectangleRec(picture.bounds, Fade(RED, 0.6f));
- }
- }
- else
- {
- if ((monsterHover) && ((msgCounter/30)%2))
- {
- DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
- DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
- }
- }
-
- DrawPlayer(); // NOTE: Also draws mouse pointer!
- }
-
- // Gameplay Screen Unload logic
- void UnloadAisle02Screen(void)
- {
- // TODO: Unload GAMEPLAY screen variables here!
- UnloadTexture(background);
-
- UnloadMonster(lamp);
- UnloadMonster(chair);
- UnloadMonster(picture);
- UnloadMonster(arc);
- }
-
- // Gameplay Screen should finish?
- int FinishAisle02Screen(void)
- {
- return finishScreen;
- }
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