/**********************************************************************************************
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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) 2014-2018 Ramon Santamaria (@raysan5)
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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 <string.h>
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#include <stdlib.h>
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#include <stdio.h>
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//#define MAX_CODING_WORDS 12
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//#define MAX_MISSION_WORDS 8
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#define MAX_LINE_CHAR 30
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/*
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// NOTE: Coding words are generic and the same words
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// are used for all missions,
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typedef enum CodingWords {
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POLLO = 0,
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CONEJO,
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HUEVO,
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NIDO,
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AIRE,
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ARMARIO,
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AGUJERO,
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COSA,
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WORD,
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} CodingWords;
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*/
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static char *codingWords[MAX_CODING_WORDS] = {
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"pollo\0",
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"conejo\0",
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"huevo\0",
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"nido\0",
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"aire\0",
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"armario\0",
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"agujero\0",
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"platano\0",
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"pastel\0",
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"mercado\0",
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"raton\0",
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"melon\0"
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};
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// Words to be coded or coding words
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/*typedef struct Word {
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int id;
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Rectangle rec;
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Rectangle iniRec;
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bool hover;
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bool picked;
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char text[32]; // text
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} Word;*/
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/*
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// Mission information
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typedef struct Mission {
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int id;
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char brief[512]; // Mission briefing
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char key[32]; // Mission keyword
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char msg[256]; // Message to be coded
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int wordsCount; // Number of words to coded
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int sols[8]; // Solution code, depends on wordsCount
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} Mission;
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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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// Gameplay screen global variables
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static int framesCounter;
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static int finishScreen;
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static Texture2D texBackground;
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static Font fontMessage;
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static Texture2D texWordsAtlas;
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static Texture2D texVignette;
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static Sound fxGrab;
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static Sound fxPlace;
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static Sound fxLeave;
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static Music musSpy;
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static Word words[MAX_CODING_WORDS] = { 0 };
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// Hay que hacerlo global, para poder consultar el resultado desde la endingscreen
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//static Word messageWords[MAX_MISSION_WORDS] = { 0 };
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static Mission *missions = NULL;
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static bool canSend = false;
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Vector2 msgOffset = { 430, 300 };
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitGameplayScreen(void)
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{
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framesCounter = 0;
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finishScreen = 0;
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fontMessage = LoadFontEx("resources/fonts/traveling_typewriter.ttf", 30, 250, 0);
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texBackground = LoadTexture("resources/textures/message_background.png");
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texVignette = LoadTexture("resources/textures/message_vignette.png");
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fxGrab = LoadSound("resources/audio/fx_grab.ogg");
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fxPlace = LoadSound("resources/audio/fx_place.ogg");
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fxLeave = LoadSound("resources/audio/fx_leave.ogg");
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musSpy = LoadMusicStream("resources/audio/s_p_y.xm");
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PlayMusicStream(musSpy);
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#if defined(PLATFORM_WEB)
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#define WORD_ATLAS_FROM_FILE
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#endif
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#if defined(WORD_ATLAS_FROM_FILE)
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texWordsAtlas = LoadTexture("resources/textures/mission_words.png");
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#else
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// Generate coding words atlas directly from text
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Image imWordsBase = LoadImage("resources/textures/words_base.png");
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Image imWords = GenImageColor(imWordsBase.width, imWordsBase.height*MAX_CODING_WORDS, WHITE);
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for (int i = 0; i < MAX_CODING_WORDS; i++)
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{
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ImageDraw(&imWords, imWordsBase,
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(Rectangle){ 0, 0, imWordsBase.width, imWordsBase.height },
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(Rectangle){ 0, imWordsBase.height*i, imWordsBase.width, imWordsBase.height });
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ImageDrawTextEx(&imWords,(Vector2){ imWordsBase.width/2 - MeasureTextEx(fontMessage, codingWords[i],
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fontMessage.baseSize, 0).x/2, imWordsBase.height*i }, fontMessage, codingWords[i],
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fontMessage.baseSize, 0, BLACK);
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}
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texWordsAtlas = LoadTextureFromImage(imWords);
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UnloadImage(imWordsBase);
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UnloadImage(imWords);
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#endif
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// Initialize missions
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// WARNING: Some problem with imWords image generation (memory leak?) could cause
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// that loading missions before/after generation breaks game, on web is the other way round... :(
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missions = LoadMissions("resources/missions.txt");
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TraceLog(LOG_WARNING, "Words count %i", missions[currentMission].wordsCount);
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// Initialize coding words
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for (int i = 0; i < MAX_CODING_WORDS; i++)
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{
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words[i].id = -1; // Not placed anywhere
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words[i].rec.x = 110 + 940*(i/(MAX_CODING_WORDS/2));
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words[i].rec.y = 200 + 60*(i%(MAX_CODING_WORDS/2));
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words[i].rec.width = 140; // texWordsAtlas.width/MAX_MISSIONS
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words[i].rec.height = 35; // texWordsAtlas.height/MAX_MISSION_WORDS
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words[i].iniRec = words[i].rec;
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words[i].hover = false; // Mouse hover detected
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words[i].picked = false; // Mouse picked
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//words[i].text = ''; //codingWords[i]; // Fill text if required...
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}
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// Analize missions[currentMission].msg string for words!
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int msgLen = strlen(missions[currentMission].msg);
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// Add '/' each MAX_LINE_CHAR chars
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int currentLine = 1;
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int i = currentLine * MAX_LINE_CHAR;
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while (i < msgLen - 1)
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{
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if (missions[currentMission].msg[i] == ' ')
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{
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missions[currentMission].msg[i] = '/';
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currentLine++;
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i = currentLine*MAX_LINE_CHAR;
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}
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else i++;
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}
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int currentWord = 0;
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int offsetX = 0;
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int offsetY = 0;
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bool foundWord = false;
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int wordInitPosX = 0;
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int wordInitPosY = 0;
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// TODO: messageWords should be reseted every mission
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//memcpy(messageWords, 0, sizeof(Word)*MAX_MISSION_WORDS);
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for (int i = 0; i < msgLen; i++)
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{
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char c = missions[currentMission].msg[i];
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if (foundWord && (c == ' ' || c == '.'))
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{
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foundWord = false;
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messageWords[currentWord - 1].rec.width = (int)MeasureTextEx(fontMessage, SubText(missions[currentMission].msg, wordInitPosX, (i - wordInitPosX)), 30, 0).x;
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messageWords[currentWord - 1].rec.height = fontMessage.baseSize;
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//TODO: Guardar en message
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strncpy(messageWords[currentWord - 1].text, SubText(missions[currentMission].msg, wordInitPosX, (i - wordInitPosX)), i - wordInitPosX);
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}
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if (c == '@') // One word to change
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{
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foundWord = true;
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missions[currentMission].msg[i] = ' ';
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offsetX = (int)MeasureTextEx(fontMessage, SubText(missions[currentMission].msg, wordInitPosY, (i + 1) - wordInitPosY), 30, 0).x;
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messageWords[currentWord].rec.x = offsetX;
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messageWords[currentWord].rec.y = offsetY;
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wordInitPosX = i + 1;
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currentWord++;
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}
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else if (c == '/')
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{
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missions[currentMission].msg[i] = '\n';
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wordInitPosY = i;
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offsetY += (fontMessage.baseSize + fontMessage.baseSize/2); // raylib internal increment on line break...
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}
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}
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for (int i = 0; i < missions[currentMission].wordsCount; i++)
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{
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messageWords[i].id = -1; // Not required for message words, id is the array position
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// Recalculate words rectangles considering text offset on screen
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messageWords[i].rec.x += msgOffset.x;
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messageWords[i].rec.y += msgOffset.y;
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// Recalculate words rectangle considering new width height
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messageWords[i].rec.x -= (texWordsAtlas.width - messageWords[i].rec.width)/2;
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messageWords[i].rec.y -= ((texWordsAtlas.height / MAX_CODING_WORDS) - messageWords[i].rec.height)/2;
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//Recalculate width height
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messageWords[i].rec.width = texWordsAtlas.width;
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messageWords[i].rec.height = texWordsAtlas.height / MAX_CODING_WORDS;
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messageWords[i].hover = false; // Mouse hover detected
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messageWords[i].picked = false; // Mouse picked
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}
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}
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// Gameplay Screen Update logic
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void UpdateGameplayScreen(void)
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{
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UpdateMusicStream(musSpy);
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for (int i = 0; i < MAX_CODING_WORDS; i++)
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{
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if (CheckCollisionPointRec(GetMousePosition(), words[i].rec))
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{
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words[i].hover = true;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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words[i].picked = true;
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PlaySound(fxGrab);
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}
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}
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else words[i].hover = false;
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if (words[i].picked)
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{
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for (int j = 0; j < missions[currentMission].wordsCount; j++)
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{
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if (CheckCollisionPointRec(GetMousePosition(), messageWords[j].rec)) messageWords[j].hover = true;
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else messageWords[j].hover = false;
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}
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
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{
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words[i].picked = false;
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for (int j = 0; j < missions[currentMission].wordsCount; j++)
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{
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messageWords[j].hover = false;
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if (CheckCollisionPointRec(GetMousePosition(), messageWords[j].rec))
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{
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PlaySound(fxPlace);
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words[i].rec.x = messageWords[j].rec.x;
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words[i].rec.y = messageWords[j].rec.y;
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if (messageWords[j].id != -1)
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{
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int id = messageWords[j].id;
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words[id].rec = words[id].iniRec;
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}
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messageWords[j].id = i;
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for (int k = 0; k < missions[currentMission].wordsCount; k++)
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{
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if (j != k && messageWords[j].id == messageWords[k].id)
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{
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messageWords[k].id = -1;
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break;
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}
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}
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break;
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}
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else
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{
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PlaySound(fxLeave);
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words[i].rec = words[i].iniRec;
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if (i == messageWords[j].id) messageWords[j].id = -1;
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}
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}
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}
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}
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// TODO: Move word picked with mouse
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if (words[i].picked)
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{
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words[i].rec.x = GetMouseX() - words[i].rec.width/2;
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words[i].rec.y = GetMouseY() - words[i].rec.height/2;
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// TODO: Check if label is placed in some mission word position
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//if (CheckCollisionRecs(words[i].rec))
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}
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else
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{
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//if (words[i].id != -1)
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}
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}
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canSend = true;
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for(int j = 0; j < missions[currentMission].wordsCount; j++)
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{
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if(messageWords[j].id == -1)
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{
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canSend = false;
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break;
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}
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}
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if (canSend && (IsKeyPressed(KEY_ENTER) || IsButtonPressed()))
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{
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finishScreen = true;
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}
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}
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// Gameplay Screen Draw logic
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void DrawGameplayScreen(void)
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{
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DrawTexture(texBackground, 0, 0, WHITE);
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DrawTextEx(fontMessage, missions[currentMission].msg, msgOffset, fontMessage.baseSize, 0, BLACK);
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for (int i = 0; i < missions[currentMission].wordsCount; i++)
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{
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Rectangle recLines = messageWords[i].rec;
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DrawRectangleLines(recLines.x, recLines.y, recLines.width, recLines.height, Fade(RED, 0.35f));
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if(messageWords[i].hover) DrawRectangleRec(messageWords[i].rec, Fade(RED, 0.30f));
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DrawText(FormatText("%i", messageWords[i].id), i*25, 0, 30, RED);
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}
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for (int i = 0; i < MAX_CODING_WORDS; i++)
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{
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if (words[i].picked) DrawTextureRec(texWordsAtlas, (Rectangle){ 0, i*35, 140, 35 }, (Vector2){ words[i].rec.x, words[i].rec.y }, MAROON);
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else if (words[i].hover) DrawTextureRec(texWordsAtlas, (Rectangle){ 0, i*35, 140, 35 }, (Vector2){ words[i].rec.x, words[i].rec.y }, RED);
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else DrawTextureRec(texWordsAtlas, (Rectangle){ 0, i*35, 140, 35 }, (Vector2){ words[i].rec.x, words[i].rec.y }, WHITE);
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}
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DrawTexturePro(texVignette, (Rectangle){0,0,texVignette.width, texVignette.height}, (Rectangle){0,0,GetScreenWidth(), GetScreenHeight()}, (Vector2){0,0}, 0, WHITE);
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if (canSend) DrawButton("enviar");
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}
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// Gameplay Screen Unload logic
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void UnloadGameplayScreen(void)
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{
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UnloadTexture(texBackground);
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UnloadTexture(texVignette);
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UnloadTexture(texWordsAtlas);
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UnloadSound(fxGrab);
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UnloadSound(fxLeave);
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UnloadSound(fxPlace);
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UnloadMusicStream(musSpy);
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free(missions);
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}
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// Gameplay Screen should finish?
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int FinishGameplayScreen(void)
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{
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return finishScreen;
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}
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