| /********************************************************************************************** | |
| * | |
| *   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; | |
| } | |
| 
 | |
| // Calculate distance between two points | |
| float Vector2Distance(Vector2 v1, Vector2 v2) | |
| { | |
|     float result; | |
| 
 | |
|     float dx = v2.x - v1.x; | |
|     float dy = v2.y - v1.y; | |
| 
 | |
|     result = sqrt(dx*dx + dy*dy); | |
| 
 | |
|     return result; | |
| } |