|  | /********************************************************************************************** | 
						
						
							|  | * | 
						
						
							|  | *   raylib - Standard Game template | 
						
						
							|  | * | 
						
						
							|  | *   Level07 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" | 
						
						
							|  |  | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | // Global Variables Definition (local to this module) | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  | // Level07 screen global variables | 
						
						
							|  | static int framesCounter; | 
						
						
							|  | static int finishScreen; | 
						
						
							|  | 
 | 
						
						
							|  | static Vector2 leftCirclePos, middleCirclePos, rightCirclePos; | 
						
						
							|  | static Vector2 leftBtnPos, middleBtnPos, rightBtnPos; | 
						
						
							|  | static float circleRadius = 100; | 
						
						
							|  | static float btnRadius = 80; | 
						
						
							|  | 
 | 
						
						
							|  | static bool leftCircleActive, middleCircleActive, rightCircleActive; | 
						
						
							|  | static Color leftCircleColor, middleCircleColor, rightCircleColor; | 
						
						
							|  | 
 | 
						
						
							|  | static bool done = false; | 
						
						
							|  | static int levelTimeSec = 0; | 
						
						
							|  | static bool levelFinished = false; | 
						
						
							|  | 
 | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | // Level07 Screen Functions Definition | 
						
						
							|  | //---------------------------------------------------------------------------------- | 
						
						
							|  | static bool CheckColor(Color col1, Color col2); | 
						
						
							|  | 
 | 
						
						
							|  | // Level07 Screen Initialization logic | 
						
						
							|  | void InitLevel07Screen(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialize Level07 screen variables here! | 
						
						
							|  |     framesCounter = 0; | 
						
						
							|  |     finishScreen = 0; | 
						
						
							|  |      | 
						
						
							|  |     leftCirclePos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 - 100 }; | 
						
						
							|  |     middleCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 100 }; | 
						
						
							|  |     rightCirclePos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 - 100 }; | 
						
						
							|  | 
 | 
						
						
							|  |     leftBtnPos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 + 120 }; | 
						
						
							|  |     middleBtnPos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 + 120 }; | 
						
						
							|  |     rightBtnPos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 + 120 }; | 
						
						
							|  |      | 
						
						
							|  |     leftCircleActive = false; | 
						
						
							|  |     middleCircleActive = true; | 
						
						
							|  |     rightCircleActive = false; | 
						
						
							|  |      | 
						
						
							|  |     leftCircleColor = GRAY; | 
						
						
							|  |     middleCircleColor = GRAY; | 
						
						
							|  |     rightCircleColor = GRAY; | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | // Level07 Screen Update logic | 
						
						
							|  | void UpdateLevel07Screen(void) | 
						
						
							|  | { | 
						
						
							|  |     // Update Level07 screen variables here! | 
						
						
							|  |     framesCounter++; | 
						
						
							|  |      | 
						
						
							|  |     if (!done) | 
						
						
							|  |     { | 
						
						
							|  |         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) | 
						
						
							|  |         { | 
						
						
							|  |             if (CheckCollisionPointCircle(GetMousePosition(), leftBtnPos, btnRadius)) leftCircleActive = !leftCircleActive; | 
						
						
							|  |             else if (CheckCollisionPointCircle(GetMousePosition(), middleBtnPos, btnRadius)) middleCircleActive = !middleCircleActive; | 
						
						
							|  |             else if (CheckCollisionPointCircle(GetMousePosition(), rightBtnPos, btnRadius)) rightCircleActive = !rightCircleActive; | 
						
						
							|  |              | 
						
						
							|  |             if (rightCircleActive && CheckCollisionPointCircle(GetMousePosition(), leftCirclePos, circleRadius)) | 
						
						
							|  |             { | 
						
						
							|  |                 if (CheckColor(leftCircleColor, GRAY)) leftCircleColor = LIGHTGRAY; | 
						
						
							|  |                 else leftCircleColor = GRAY; | 
						
						
							|  |             } | 
						
						
							|  |              | 
						
						
							|  |             if (middleCircleActive && CheckCollisionPointCircle(GetMousePosition(), middleCirclePos, circleRadius)) | 
						
						
							|  |             { | 
						
						
							|  |                 if (CheckColor(middleCircleColor, GRAY)) middleCircleColor = LIGHTGRAY; | 
						
						
							|  |                 else middleCircleColor = GRAY; | 
						
						
							|  |             } | 
						
						
							|  |              | 
						
						
							|  |             if (rightCircleActive && leftCircleActive && CheckCollisionPointCircle(GetMousePosition(), rightCirclePos, circleRadius)) | 
						
						
							|  |             { | 
						
						
							|  |                 if (CheckColor(rightCircleColor, GRAY)) rightCircleColor = LIGHTGRAY; | 
						
						
							|  |                 else rightCircleColor = GRAY; | 
						
						
							|  |             } | 
						
						
							|  |         } | 
						
						
							|  |      | 
						
						
							|  |         // Check all cicles done | 
						
						
							|  |         if (CheckColor(leftCircleColor, LIGHTGRAY) && CheckColor(middleCircleColor, LIGHTGRAY) && CheckColor(rightCircleColor, LIGHTGRAY) && | 
						
						
							|  |             !leftCircleActive && !middleCircleActive && !rightCircleActive) | 
						
						
							|  |         { | 
						
						
							|  |             done = true; | 
						
						
							|  |             PlaySound(levelWin); | 
						
						
							|  |         } | 
						
						
							|  |     } | 
						
						
							|  |      | 
						
						
							|  |     if (done && !levelFinished) | 
						
						
							|  |     { | 
						
						
							|  |         levelTimeSec = framesCounter/60; | 
						
						
							|  |         levelFinished = true; | 
						
						
							|  |         framesCounter = 0; | 
						
						
							|  |     } | 
						
						
							|  |      | 
						
						
							|  |     if (levelFinished) | 
						
						
							|  |     { | 
						
						
							|  |         framesCounter++; | 
						
						
							|  |          | 
						
						
							|  |         if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true; | 
						
						
							|  |     } | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | // Level07 Screen Draw logic | 
						
						
							|  | void DrawLevel07Screen(void) | 
						
						
							|  | { | 
						
						
							|  |     // Draw Level07 screen here! | 
						
						
							|  |     DrawCircleV(leftCirclePos, circleRadius, leftCircleColor); | 
						
						
							|  |     DrawCircleV(middleCirclePos, circleRadius, middleCircleColor); | 
						
						
							|  |     DrawCircleV(rightCirclePos, circleRadius, rightCircleColor); | 
						
						
							|  |      | 
						
						
							|  |     if (leftCircleActive) DrawCircleV(leftBtnPos, btnRadius, GRAY); | 
						
						
							|  |     else DrawCircleV(leftBtnPos, btnRadius, LIGHTGRAY); | 
						
						
							|  |      | 
						
						
							|  |     if (middleCircleActive) DrawCircleV(middleBtnPos, btnRadius, GRAY); | 
						
						
							|  |     else DrawCircleV(middleBtnPos, btnRadius, LIGHTGRAY); | 
						
						
							|  |      | 
						
						
							|  |     if (rightCircleActive) DrawCircleV(rightBtnPos, btnRadius, GRAY); | 
						
						
							|  |     else DrawCircleV(rightBtnPos, btnRadius, LIGHTGRAY); | 
						
						
							|  |      | 
						
						
							|  |      | 
						
						
							|  |      | 
						
						
							|  |     if (levelFinished) | 
						
						
							|  |     { | 
						
						
							|  |         DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f)); | 
						
						
							|  |         DrawText("LEVEL 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 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 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, LIGHTGRAY); | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | // Level07 Screen Unload logic | 
						
						
							|  | void UnloadLevel07Screen(void) | 
						
						
							|  | { | 
						
						
							|  |     // TODO: Unload Level07 screen variables here! | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | // Level07 Screen should finish? | 
						
						
							|  | int FinishLevel07Screen(void) | 
						
						
							|  | { | 
						
						
							|  |     return finishScreen; | 
						
						
							|  | } | 
						
						
							|  | 
 | 
						
						
							|  | static bool CheckColor(Color col1, Color col2) | 
						
						
							|  | { | 
						
						
							|  |     return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a)); | 
						
						
							|  | } |