/**********************************************************************************************
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								*
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								*   raylib - Advance Game template
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								*
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								*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
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								*
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								*   Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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								*
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								*   This software is provided "as-is", without any express or implied warranty. In no event
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								*   will the authors be held liable for any damages arising from the use of this software.
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								*
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								*   Permission is granted to anyone to use this software for any purpose, including commercial
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								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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								*
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								*     1. The origin of this software must not be misrepresented; you must not claim that you
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								*     wrote the original software. If you use this software in a product, an acknowledgment
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								*     in the product documentation would be appreciated but is not required.
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								*
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								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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								*     as being the original software.
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								*
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								*     3. This notice may not be removed or altered from any source distribution.
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								*
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								**********************************************************************************************/
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								#include "raylib.h"
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						|
								#include "screens.h"
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								#include "../player.h"
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								#include "../monster.h"
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						|
								
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								#include <string.h>
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						|
								
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition (local to this module)
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						|
								//----------------------------------------------------------------------------------
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						|
								
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								// Gameplay screen global variables
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								static int framesCounter;
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								static int finishScreen;
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						|
								
							 | 
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								static Texture2D background;
							 | 
						|
								
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								// Declare doors
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								static Door doorLeft;
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						|
								static Door doorRight;
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						|
								
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								// Decalre monsters
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								static Monster blazon01;
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						|
								static Monster blazon02;
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						|
								static Monster blazon03;
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						|
								
							 | 
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								static bool monsterHover = false;
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						|
								static int monsterCheck = -1;      // Identify checking monster
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						|
								
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						|
								static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!";
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						|
								static int msgPosX = 100;
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						|
								
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								static int msgState = 0;   // 0-writting, 1-wait, 2-choose
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						|
								static int lettersCounter = 0;
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								static char msgBuffer[256] = { '\0' };
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						|
								static int msgCounter = 0;
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						|
								
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								static bool searching = false;
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						|
								
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						|
								//----------------------------------------------------------------------------------
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								// Gameplay Screen Functions Definition
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						|
								//----------------------------------------------------------------------------------
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						|
								
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								// Gameplay Screen Initialization logic
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								void InitArmoryScreen(void)
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						|
								{
							 | 
						|
								    ResetPlayer();
							 | 
						|
								    
							 | 
						|
								    // Reset Screen variables
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						|
								    monsterHover = false;
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						|
								    monsterCheck = -1;
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						|
								    msgState = 0;
							 | 
						|
								    msgCounter = 0;
							 | 
						|
								    lettersCounter = 0;
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						|
								    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
							 | 
						|
								    
							 | 
						|
								    framesCounter = 0;
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						|
								    finishScreen = 0;
							 | 
						|
								    
							 | 
						|
								    background = LoadTexture("resources/textures/background_armory.png");
							 | 
						|
								    
							 | 
						|
								    // Initialize doors
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						|
								    doorLeft.position = (Vector2) { -50, 145 };
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						|
								    doorLeft.facing = 0;
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						|
								    doorLeft.locked = true;
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						|
								    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};
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						|
								    doorLeft.selected = false;
							 | 
						|
								    
							 | 
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								    doorRight.position = (Vector2) { 1074, 140 };
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						|
								    doorRight.facing = 2;
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						|
								    doorRight.locked = true;
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						|
								    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");
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						|
								    blazon01.currentFrame = 0;
							 | 
						|
								    blazon01.framesCounter = 0;
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						|
								    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;
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						|
								    blazon01.spooky = true;
							 | 
						|
								    
							 | 
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								    // Monster init: blazon02
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								    blazon02.position = (Vector2){ 550, 260 };
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						|
								    blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png");
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								    blazon02.currentFrame = 0;
							 | 
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								    blazon02.framesCounter = 0;
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								    blazon02.numFrames = 4;
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						|
								    blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 };
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						|
								    blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height };
							 | 
						|
								    blazon02.selected = false;
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						|
								    blazon02.active = false;
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								    blazon02.spooky = true;
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						|
								    
							 | 
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								    // Monster init: blazon03
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								    blazon03.position = (Vector2){ 800, 260 };
							 | 
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								    blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png");
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								    blazon03.currentFrame = 0;
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						|
								    blazon03.framesCounter = 0;
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						|
								    blazon03.numFrames = 4;
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								    blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 };
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								    blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height };
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								    blazon03.selected = false;
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								    blazon03.active = false;
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								    blazon03.spooky = false;
							 | 
						|
								}
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						|
								
							 | 
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								// Gameplay Screen Update logic
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								void UpdateArmoryScreen(void)
							 | 
						|
								{
							 | 
						|
								    if (player.key)
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						|
								    {
							 | 
						|
								        // Door: left
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								        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
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						|
								            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
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								        else doorLeft.selected = false;
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						|
								        
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								        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
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								        {
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								            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
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								            {
							 | 
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								                if (doorLeft.locked)
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								                {
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								                    doorLeft.frameRec.y = 0;
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								                    doorLeft.locked = false;
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								                    PlaySound(sndDoor);
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								                }
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								                else finishScreen = 1;
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						|
								            }
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								        }
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						|
								        
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						|
								        // Door: right
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								        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
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								            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
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						|
								        else doorRight.selected = false;
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						|
								        
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								        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
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						|
								        {
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								            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
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						|
								            {
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								                if (doorRight.locked)
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								                {
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								                    doorRight.frameRec.y = 0;
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								                    doorRight.locked = false;
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								                    PlaySound(sndDoor);
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						|
								                }
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								                else finishScreen = 2;
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						|
								            }
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								        }
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								    }
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						|
								        
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								    if (msgState > 2)
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								    {
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								        UpdatePlayer();
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						|
									
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										// Monsters logic
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								        UpdateMonster(&blazon01);
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								        UpdateMonster(&blazon02);
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								        UpdateMonster(&blazon03);
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								    }
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						|
									
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								    // Check player hover monsters to interact
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								    if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) ||
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								        ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) ||
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								        ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true;
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								    else monsterHover = false;
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						|
								    
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								    // Monters logic: blazon01
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								    if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active)
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								    {
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								        blazon01.selected = true;
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						|
								        
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								        if ((IsKeyPressed(KEY_SPACE)) || 
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								            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds))))
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								        {
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								            SearchKeyPlayer();
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								            searching = true;
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								            framesCounter = 0;
							 | 
						|
								            
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								            monsterCheck = 1;
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						|
								        }
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						|
								    }
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								    else blazon01.selected = false;
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						|
								    
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								    // Monters logic: blazon02
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						|
								    if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active)
							 | 
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								    {
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								        blazon02.selected = true;
							 | 
						|
								        
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								        if ((IsKeyPressed(KEY_SPACE)) || 
							 | 
						|
								            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds))))
							 | 
						|
								        {
							 | 
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								            SearchKeyPlayer();
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						|
								            searching = true;
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						|
								            framesCounter = 0;
							 | 
						|
								            
							 | 
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								            monsterCheck = 2;
							 | 
						|
								        }
							 | 
						|
								    }
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								    else blazon02.selected = false;
							 | 
						|
								    
							 | 
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								    // 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.size, 2, WHITE);
							 | 
						|
								    }
							 | 
						|
								    else if (msgState == 1)
							 | 
						|
								    {
							 | 
						|
								        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 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.size*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;
							 | 
						|
								}
							 |