|  | /********************************************************************************************** | 
						
						
							|  | * | 
						
						
							|  | *   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; | 
						
						
							|  | } |