| /********************************************************************************************** | |
| * | |
| *   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; | |
| 
 | |
| // Decalre monsters | |
| static Monster lamp; | |
| static Monster chair; | |
| static Monster picture; | |
| static Monster arc; | |
| 
 | |
| static bool monsterHover = false; | |
| static int monsterCheck = -1;      // Identify checking monster | |
|  | |
| static const char message[256] = "HAS LEGS BUT CAN NOT WALK...\nSEARCH FOR IT TO OPEN THE DOOR!"; | |
| 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; | |
| 
 | |
| static int scroll = 0; | |
| 
 | |
| //---------------------------------------------------------------------------------- | |
| // Gameplay Screen Functions Definition | |
| //---------------------------------------------------------------------------------- | |
|  | |
| // Gameplay Screen Initialization logic | |
| void InitAisle02Screen(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_aisle02.png"); | |
|      | |
|     scroll = player.position.x - 200; | |
|      | |
|     // Initialize doors | |
|     doorLeft.position = (Vector2) { -10, 136 }; | |
|     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; | |
| 
 | |
|     // Monster init: lamp | |
|     lamp.position = (Vector2){ 1520, 300 }; | |
|     lamp.texture = LoadTexture("resources/textures/monster_lamp_right.png"); | |
|     lamp.currentFrame = 0; | |
|     lamp.framesCounter = 0; | |
|     lamp.numFrames = 4; | |
|     lamp.bounds = (Rectangle){ lamp.position.x + 200, lamp.position.y, 90, 380 }; | |
|     lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height }; | |
|     lamp.selected = false; | |
|     lamp.active = false; | |
|     lamp.spooky = true; | |
|      | |
|     // Monster init: chair | |
|     chair.position = (Vector2){ 1400, 404 }; | |
|     chair.texture = LoadTexture("resources/textures/monster_chair_right.png"); | |
|     chair.currentFrame = 0; | |
|     chair.framesCounter = 0; | |
|     chair.numFrames = 4; | |
|     chair.bounds = (Rectangle){ chair.position.x + 50, chair.position.y + 30, 120, 190 }; | |
|     chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height }; | |
|     chair.selected = false; | |
|     chair.active = false; | |
|     chair.spooky = false; | |
|      | |
|     // Monster init: picture | |
|     picture.position = (Vector2){ 837, 162 }; | |
|     picture.texture = LoadTexture("resources/textures/monster_picture.png"); | |
|     picture.currentFrame = 0; | |
|     picture.framesCounter = 0; | |
|     picture.numFrames = 4; | |
|     picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 }; | |
|     picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height }; | |
|     picture.selected = false; | |
|     picture.active = false; | |
|     picture.spooky = true; | |
|      | |
|     // Monster init: arc | |
|     arc.position = (Vector2){ 388, 423 }; | |
|     arc.texture = LoadTexture("resources/textures/monster_arc.png"); | |
|     arc.currentFrame = 0; | |
|     arc.framesCounter = 0; | |
|     arc.numFrames = 4; | |
|     arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 }; | |
|     arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height }; | |
|     arc.selected = false; | |
|     arc.active = false; | |
|     arc.spooky = true; | |
| } | |
| 
 | |
| // Gameplay Screen Update logic | |
| void UpdateAisle02Screen(void) | |
| { | |
|     // Update doors bounds | |
|     doorLeft.bound.x = doorLeft.position.x - scroll; | |
| 
 | |
|     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; | |
|             } | |
|         } | |
|     } | |
|          | |
|     if (msgState > 2) | |
|     { | |
|         UpdatePlayer(); | |
| 	 | |
| 		// Monsters logic | |
|         UpdateMonster(&lamp); | |
|         UpdateMonster(&chair); | |
|         UpdateMonster(&picture); | |
|         UpdateMonster(&arc); | |
|     } | |
|      | |
|     // Update monster bounds | |
|     lamp.bounds.x = lamp.position.x + 200 - scroll; | |
|     chair.bounds.x = chair.position.x + 50 - scroll; | |
|     picture.bounds.x = picture.position.x + 44 - scroll; | |
|     arc.bounds.x = arc.position.x + 44 - scroll; | |
| 	 | |
|     // Check player hover monsters to interact | |
|     if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) || | |
|         ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) || | |
|         ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) || | |
|         ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true; | |
|     else monsterHover = false; | |
|      | |
|      | |
|     // Monters logic: lamp | |
|     if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) | |
|     { | |
|         lamp.selected = true; | |
|          | |
|         if ((IsKeyPressed(KEY_SPACE)) ||  | |
|             ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds)))) | |
|         { | |
|             SearchKeyPlayer(); | |
|             searching = true; | |
|             framesCounter = 0; | |
|              | |
|             monsterCheck = 1; | |
|         } | |
|     } | |
|     else lamp.selected = false; | |
|      | |
|     // Monters logic: chair | |
|     if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) | |
|     { | |
|         chair.selected = true; | |
|          | |
|         if ((IsKeyPressed(KEY_SPACE)) ||  | |
|             ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds)))) | |
|         { | |
|             SearchKeyPlayer(); | |
|             searching = true; | |
|             framesCounter = 0; | |
|              | |
|             monsterCheck = 2; | |
|         } | |
|     } | |
|     else chair.selected = false; | |
|      | |
|     // Monters logic: picture | |
|     if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) | |
|     { | |
|         picture.selected = true; | |
|          | |
|         if ((IsKeyPressed(KEY_SPACE)) ||  | |
|             ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds)))) | |
|         { | |
|             SearchKeyPlayer(); | |
|             searching = true; | |
|             framesCounter = 0; | |
|              | |
|             monsterCheck = 3; | |
|         } | |
|     } | |
|     else picture.selected = false; | |
|      | |
|     // Monters logic: arc | |
|     if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active) | |
|     { | |
|         arc.selected = true; | |
|          | |
|         if ((IsKeyPressed(KEY_SPACE)) ||  | |
|             ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds)))) | |
|         { | |
|             SearchKeyPlayer(); | |
|             searching = true; | |
|             framesCounter = 0; | |
|              | |
|             monsterCheck = 4; | |
|         } | |
|     } | |
|     else arc.selected = false; | |
|      | |
|     if (searching) | |
|     { | |
|         framesCounter++; | |
|          | |
|         if (framesCounter > 180) | |
|         { | |
|             if (monsterCheck == 1) | |
|             { | |
|                 if (lamp.spooky) | |
|                 { | |
|                     ScarePlayer(); | |
|                     PlaySound(sndScream); | |
|                 } | |
|                 else FindKeyPlayer(); | |
|                  | |
|                 lamp.active = true; | |
|                 lamp.selected = false; | |
|             } | |
|             else if (monsterCheck == 2) | |
|             { | |
|                 if (chair.spooky) | |
|                 { | |
|                     ScarePlayer(); | |
|                     PlaySound(sndScream); | |
|                 } | |
|                 else FindKeyPlayer(); | |
|                  | |
|                 chair.active = true; | |
|                 chair.selected = false; | |
|             } | |
|             else if (monsterCheck == 3) | |
|             { | |
|                 if (picture.spooky) | |
|                 { | |
|                     ScarePlayer(); | |
|                     PlaySound(sndScream); | |
|                 } | |
|                 else FindKeyPlayer(); | |
|                  | |
|                 picture.active = true; | |
|                 picture.selected = false; | |
|             } | |
|             else if (monsterCheck == 4) | |
|             { | |
|                 if (arc.spooky) | |
|                 { | |
|                     ScarePlayer(); | |
|                     PlaySound(sndScream); | |
|                 } | |
|                 else FindKeyPlayer(); | |
|                  | |
|                 arc.active = true; | |
|                 arc.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++; | |
|          | |
|     if (player.position.x > 200) | |
|     { | |
|         scroll = player.position.x - 200; | |
|          | |
|         if (scroll > 620) scroll = 620; | |
|     } | |
| } | |
| 
 | |
| // Gameplay Screen Draw logic | |
| void DrawAisle02Screen(void) | |
| { | |
|     DrawTexture(background, -scroll, 0, WHITE); | |
|      | |
|     // Draw monsters | |
| 	DrawMonster(lamp, scroll); | |
|     DrawMonster(arc, scroll); | |
|     DrawMonster(picture, scroll); | |
|     DrawMonster(chair, scroll); | |
|      | |
|     // Draw door | |
|     Vector2 doorScrollPos = { doorLeft.position.x - scroll, doorLeft.position.y }; | |
|      | |
|     if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN); | |
|     else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, 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(lamp.bounds, Fade(RED, 0.6f)); | |
|             DrawRectangleRec(arc.bounds, Fade(RED, 0.6f)); | |
|             DrawRectangleRec(chair.bounds, Fade(RED, 0.6f)); | |
|             DrawRectangleRec(picture.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 UnloadAisle02Screen(void) | |
| { | |
|     // TODO: Unload GAMEPLAY screen variables here! | |
|     UnloadTexture(background); | |
| 	 | |
|     UnloadMonster(lamp); | |
|     UnloadMonster(chair); | |
|     UnloadMonster(picture); | |
|     UnloadMonster(arc); | |
| } | |
| 
 | |
| // Gameplay Screen should finish? | |
| int FinishAisle02Screen(void) | |
| { | |
|     return finishScreen; | |
| }
 |