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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;
- static Door doorRight;
-
- // Decalre monsters
- static Monster blazon01;
- static Monster blazon02;
- static Monster blazon03;
-
- static bool monsterHover = false;
- static int monsterCheck = -1; // Identify checking monster
-
- static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!";
- 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;
-
- //----------------------------------------------------------------------------------
- // Gameplay Screen Functions Definition
- //----------------------------------------------------------------------------------
-
- // Gameplay Screen Initialization logic
- void InitArmoryScreen(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_armory.png");
-
- // Initialize doors
- doorLeft.position = (Vector2) { -50, 145 };
- 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;
-
- doorRight.position = (Vector2) { 1074, 140 };
- doorRight.facing = 2;
- doorRight.locked = true;
- doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
- doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
- doorRight.selected = false;
-
- // Monster init: blazon01
- blazon01.position = (Vector2){ 300, 260 };
- blazon01.texture = LoadTexture("resources/textures/monster_blazon01.png");
- blazon01.currentFrame = 0;
- blazon01.framesCounter = 0;
- blazon01.numFrames = 4;
- blazon01.bounds = (Rectangle){ blazon01.position.x, blazon01.position.y + 20, 160, 230 };
- blazon01.frameRec = (Rectangle) { 0, 0, blazon01.texture.width/blazon01.numFrames, blazon01.texture.height };
- blazon01.selected = false;
- blazon01.active = false;
- blazon01.spooky = true;
-
- // Monster init: blazon02
- blazon02.position = (Vector2){ 550, 260 };
- blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png");
- blazon02.currentFrame = 0;
- blazon02.framesCounter = 0;
- blazon02.numFrames = 4;
- blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 };
- blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height };
- blazon02.selected = false;
- blazon02.active = false;
- blazon02.spooky = true;
-
- // Monster init: blazon03
- blazon03.position = (Vector2){ 800, 260 };
- blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png");
- blazon03.currentFrame = 0;
- blazon03.framesCounter = 0;
- blazon03.numFrames = 4;
- blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 };
- blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height };
- blazon03.selected = false;
- blazon03.active = false;
- blazon03.spooky = false;
- }
-
- // Gameplay Screen Update logic
- void UpdateArmoryScreen(void)
- {
- 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;
- }
- }
-
- // Door: right
- if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
- (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
- else doorRight.selected = false;
-
- if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
- {
- if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
- {
- if (doorRight.locked)
- {
- doorRight.frameRec.y = 0;
- doorRight.locked = false;
- PlaySound(sndDoor);
- }
- else finishScreen = 2;
- }
- }
- }
-
- if (msgState > 2)
- {
- UpdatePlayer();
-
- // Monsters logic
- UpdateMonster(&blazon01);
- UpdateMonster(&blazon02);
- UpdateMonster(&blazon03);
- }
-
- // Check player hover monsters to interact
- if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) ||
- ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) ||
- ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true;
- else monsterHover = false;
-
- // Monters logic: blazon01
- if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active)
- {
- blazon01.selected = true;
-
- if ((IsKeyPressed(KEY_SPACE)) ||
- ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds))))
- {
- SearchKeyPlayer();
- searching = true;
- framesCounter = 0;
-
- monsterCheck = 1;
- }
- }
- else blazon01.selected = false;
-
- // Monters logic: blazon02
- if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active)
- {
- blazon02.selected = true;
-
- if ((IsKeyPressed(KEY_SPACE)) ||
- ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds))))
- {
- SearchKeyPlayer();
- searching = true;
- framesCounter = 0;
-
- monsterCheck = 2;
- }
- }
- else blazon02.selected = false;
-
- // Monters logic: blazon03
- if ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)
- {
- blazon03.selected = true;
-
- if ((IsKeyPressed(KEY_SPACE)) ||
- ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon03.bounds))))
- {
- SearchKeyPlayer();
- searching = true;
- framesCounter = 0;
-
- monsterCheck = 3;
- }
- }
- else blazon03.selected = false;
-
- if (searching)
- {
- framesCounter++;
-
- if (framesCounter > 180)
- {
- if (monsterCheck == 1)
- {
- if (blazon01.spooky)
- {
- ScarePlayer();
- PlaySound(sndScream);
- }
- else FindKeyPlayer();
-
- blazon01.active = true;
- blazon01.selected = false;
- }
- else if (monsterCheck == 2)
- {
- if (blazon02.spooky)
- {
- ScarePlayer();
- PlaySound(sndScream);
- }
- else FindKeyPlayer();
-
- blazon02.active = true;
- blazon02.selected = false;
- }
- else if (monsterCheck == 3)
- {
- if (blazon03.spooky)
- {
- ScarePlayer();
- PlaySound(sndScream);
- }
- else FindKeyPlayer();
-
- blazon03.active = true;
- blazon03.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++;
- }
-
- // Gameplay Screen Draw logic
- void DrawArmoryScreen(void)
- {
- DrawTexture(background, 0, 0, WHITE);
-
- // Draw monsters
- DrawMonster(blazon01, 0);
- DrawMonster(blazon02, 0);
- DrawMonster(blazon03, 0);
-
- // Draw door
- if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN);
- else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE);
-
- if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
- else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, 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(blazon01.bounds, Fade(RED, 0.6f));
- DrawRectangleRec(blazon02.bounds, Fade(RED, 0.6f));
- DrawRectangleRec(blazon03.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 UnloadArmoryScreen(void)
- {
- // TODO: Unload GAMEPLAY screen variables here!
- UnloadTexture(background);
-
- UnloadMonster(blazon01);
- UnloadMonster(blazon02);
- UnloadMonster(blazon03);
- }
-
- // Gameplay Screen should finish?
- int FinishArmoryScreen(void)
- {
- return finishScreen;
- }
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