|
|
@ -32,7 +32,7 @@ |
|
|
|
#define MAX_SAMPLES_SPEED 7 // Max speed for samples movement |
|
|
|
#define MIN_SAMPLES_SPEED 3 // Min speed for samples movement |
|
|
|
#define SAMPLES_SPACING 100 // Separation between samples in pixels |
|
|
|
#define SAMPLES_MULTIPLIER 500 // Defines sample data scaling value (it would be adjusted to MAX_GAME_HEIGHT) |
|
|
|
#define SAMPLES_MULTIPLIER 700 // Defines sample data scaling value (it would be adjusted to MAX_GAME_HEIGHT) |
|
|
|
#define MAX_GAME_HEIGHT 400 // Defines max possible amplitude between samples (game area) |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
@ -47,8 +47,8 @@ typedef struct Player { |
|
|
|
} Player; |
|
|
|
|
|
|
|
typedef struct Sample { |
|
|
|
float value; |
|
|
|
Vector2 position; |
|
|
|
float value; // Raw audio sample value (normalized) |
|
|
|
int radius; |
|
|
|
bool active; // Define if sample is active (can be collected) |
|
|
|
bool collected; // Define if sample has been collected |
|
|
@ -72,8 +72,8 @@ static Rectangle playerArea; // Define player movement area (and sample colle |
|
|
|
static float warpCounter; // Time warp counter |
|
|
|
static float synchro; // Calculates collected samples relation [0..1] |
|
|
|
|
|
|
|
//static int combo; |
|
|
|
//static int maxCombo; |
|
|
|
static int combo; |
|
|
|
static int maxCombo; |
|
|
|
|
|
|
|
static Rectangle waveRec; |
|
|
|
|
|
|
@ -93,19 +93,16 @@ static Texture2D texSampleMid; |
|
|
|
static Texture2D texSampleBig; |
|
|
|
static Texture2D texLine; |
|
|
|
|
|
|
|
//static RenderTexture2D waveTarget; |
|
|
|
static RenderTexture2D waveTarget; |
|
|
|
|
|
|
|
static Sound fxSampleOn; // Collected sample sound |
|
|
|
static Sound fxSampleOff; // Miss sample sound |
|
|
|
static Sound fxWave; // Sound from wave sample |
|
|
|
static Sound fxPause; // Pause sound |
|
|
|
// Debug variables |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Module Functions Declaration (local) |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
//static void DrawWave(float *waveData, int sampleCount, Rectangle bounds, Color color); |
|
|
|
//static void DrawWaveEx(float *waveData, int sampleCount, int playedSamples, Rectangle bounds, Color color); |
|
|
|
static void DrawSamples(Sample *samples, int sampleCount, int playedSamples, Rectangle bounds, Color color); |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
@ -129,7 +126,7 @@ void InitGameplayScreen(void) |
|
|
|
texLine = LoadTexture("resources/textures/line.png"); |
|
|
|
|
|
|
|
waveRec = (Rectangle){ 32, 32, 1280 - 64, 105 }; |
|
|
|
o">//RenderTexture2D waveTarget = LoadRenderTexture(waveRec.width, waveRec.height); |
|
|
|
waveTarget = LoadRenderTexture(waveRec.width, waveRec.height); |
|
|
|
|
|
|
|
// Sound loading |
|
|
|
fxSampleOn = LoadSound("resources/audio/sample_on.wav"); |
|
|
@ -151,11 +148,13 @@ void InitGameplayScreen(void) |
|
|
|
|
|
|
|
warpCounter = 395; |
|
|
|
synchro = 0.2f; |
|
|
|
|
|
|
|
combo = 0; |
|
|
|
maxCombo = 0; |
|
|
|
|
|
|
|
// Initialize wave and samples data |
|
|
|
Wave wave = LoadWave("resources/audio/wave.ogg"); |
|
|
|
float *waveData = GetWaveData(wave); |
|
|
|
//printf("Wave total samples: %i\n", wave.sampleCount); |
|
|
|
float *waveData = GetWaveData(wave); // TODO: Be careful with channels! |
|
|
|
|
|
|
|
// We calculate the required parameters to adjust audio time to gameplay time |
|
|
|
// that way samples collected correspond to audio playing |
|
|
@ -166,7 +165,7 @@ void InitGameplayScreen(void) |
|
|
|
|
|
|
|
totalSamples = wave.sampleCount/samplesDivision; |
|
|
|
|
|
|
|
n">fxWave = LoadSoundFromWave(wave); |
|
|
|
o">// We don't need wave any more (already got waveData) |
|
|
|
UnloadWave(wave); |
|
|
|
|
|
|
|
collectedSamples = 0; |
|
|
@ -275,6 +274,9 @@ void UpdateGameplayScreen(void) |
|
|
|
collectedSamples++; |
|
|
|
synchro += 0.02; |
|
|
|
|
|
|
|
combo++; |
|
|
|
if (combo > maxCombo) maxCombo = combo; |
|
|
|
|
|
|
|
if (synchro >= 1.0f) synchro = 1.0f; |
|
|
|
|
|
|
|
// Set sound pitch depending on sample position (base pitch: 1.0f) |
|
|
@ -292,9 +294,12 @@ void UpdateGameplayScreen(void) |
|
|
|
{ |
|
|
|
samples[i].active = false; |
|
|
|
|
|
|
|
//PlaySound(fxSampleOff); |
|
|
|
|
|
|
|
if (!samples[i].collected) synchro -= 0.05f; |
|
|
|
if (!samples[i].collected) |
|
|
|
{ |
|
|
|
synchro -= 0.05f; |
|
|
|
PlaySound(fxSampleOff); |
|
|
|
combo = 0; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
@ -321,7 +326,7 @@ void UpdateGameplayScreen(void) |
|
|
|
} |
|
|
|
|
|
|
|
// Check ending conditions |
|
|
|
if (currentSample >= totalSamples) |
|
|
|
if (currentSample >= totalSamples - 1) |
|
|
|
{ |
|
|
|
StopMusicStream(music); |
|
|
|
endingStatus = 1; // Win |
|
|
@ -362,9 +367,9 @@ void DrawGameplayScreen(void) |
|
|
|
//DrawCircleV(samples[i].position, samples[i].radius, col); |
|
|
|
if (!samples[i].collected) |
|
|
|
{ |
|
|
|
o">// TODO: Draw differnt size samples |
|
|
|
DrawTexture(texSampleMid, samples[i].position.x - texSampleMid.width/2, samples[i].position.y - texSampleMid.height/2, col); |
|
|
|
|
|
|
|
k">if (combo > 50) DrawTexture(texSampleSmall, samples[i].position.x - texSampleSmall.width/2, samples[i].position.y - texSampleSmall.height/2, col); |
|
|
|
k">else if (combo > 25) DrawTexture(texSampleMid, samples[i].position.x - texSampleMid.width/2, samples[i].position.y - texSampleMid.height/2, col); |
|
|
|
else DrawTexture(texSampleBig, samples[i].position.x - texSampleSmall.width/2, samples[i].position.y - texSampleBig.height/2, col); |
|
|
|
} |
|
|
|
|
|
|
|
if (i < (currentSample + 1)) col = Fade(GRAY, 0.3f); |
|
|
@ -378,9 +383,11 @@ void DrawGameplayScreen(void) |
|
|
|
float d = sqrtf(dx*dx + dy*dy); |
|
|
|
float angle = asinf(dy/d); |
|
|
|
|
|
|
|
// l">TODO: Draw lines using textures - IMPROVE! |
|
|
|
// Draw lines using textures |
|
|
|
//DrawTextureEx(texLine, (Vector2){ samples[i].position.x - 2, samples[i].position.y - 2 }, -RAD2DEG*angle, d/SAMPLES_SPACING, col); |
|
|
|
|
|
|
|
|
|
|
|
// Draw lines using textures - IMPROVED |
|
|
|
// TODO: Further improving to draw lines properly |
|
|
|
DrawTexturePro(texLine, (Rectangle){ 0, 0, texLine.width, texLine.height }, |
|
|
|
(Rectangle){ samples[i].position.x, samples[i].position.y, (float)texLine.width*d/SAMPLES_SPACING, texLine.height }, |
|
|
|
(Vector2){ 0, (float)texLine.height/2 }, -RAD2DEG*angle, col); |
|
|
@ -398,6 +405,9 @@ void DrawGameplayScreen(void) |
|
|
|
//DrawText(FormatText("%05i", collectedSamples), 900, 200, 40, GRAY); |
|
|
|
//DrawText(FormatText("%05i", totalSamples), 900, 250, 40, GRAY); |
|
|
|
DrawTextEx(font, FormatText("%05i / %05i", collectedSamples, totalSamples), (Vector2){810, 170}, font.size, -2, SKYBLUE); |
|
|
|
|
|
|
|
// Draw combo |
|
|
|
DrawTextEx(font, FormatText("Combo: %02i [max: %02i]", combo, maxCombo), (Vector2){200, 170}, font.size/2, -2, SKYBLUE); |
|
|
|
|
|
|
|
// Draw synchonicity level |
|
|
|
DrawRectangle(99, 622, 395, 32, Fade(RAYWHITE, 0.8f)); |
|
|
@ -421,19 +431,20 @@ void DrawGameplayScreen(void) |
|
|
|
|
|
|
|
// Draw wave |
|
|
|
// NOTE: Old drawing method, replaced by rendertarget |
|
|
|
DrawSamples(samples, totalSamples, currentSample, waveRec, MAROON); |
|
|
|
DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY); |
|
|
|
o">//DrawSamples(samples, totalSamples, currentSample, waveRec, MAROON); |
|
|
|
o">//DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY); |
|
|
|
//DrawRectangleLines(20, 20, 1240, 140, DARKGRAY); |
|
|
|
//DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY); |
|
|
|
|
|
|
|
// l">TODO: Draw wave using render target --> It FAILS! Need to review... |
|
|
|
cm">/* |
|
|
|
// Draw wave using render target |
|
|
|
n">ClearBackground(BLANK); |
|
|
|
BeginTextureMode(waveTarget); |
|
|
|
DrawSamples(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); |
|
|
|
EndTextureMode(); |
|
|
|
|
|
|
|
// TODO: Apply antialiasing shader |
|
|
|
DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); |
|
|
|
*/ |
|
|
|
n">DrawRectangle(waveRec.x + (int)currentSample*</span>1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); |
|
|
|
} |
|
|
|
|
|
|
|
// Gameplay Screen Unload logic |
|
|
@ -447,15 +458,14 @@ void UnloadGameplayScreen(void) |
|
|
|
UnloadTexture(texSampleBig); |
|
|
|
UnloadTexture(texLine); |
|
|
|
|
|
|
|
o">//UnloadRenderTexture(waveTarget); |
|
|
|
UnloadRenderTexture(waveTarget); |
|
|
|
|
|
|
|
// Unload sounds |
|
|
|
UnloadSound(fxSampleOn); |
|
|
|
UnloadSound(fxSampleOff); |
|
|
|
UnloadSound(fxWave); |
|
|
|
UnloadSound(fxPause); |
|
|
|
|
|
|
|
o">//free(samples); // Unload game samples (crashes game) |
|
|
|
free(samples); // Unload game samples (crashes game) |
|
|
|
} |
|
|
|
|
|
|
|
// Gameplay Screen should finish? |
|
|
|