/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level01 Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 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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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Level01 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Rectangle innerLeftRec, outerLeftRec;
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static Rectangle innerRightRec, outerRightRec;
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static bool done = false;
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static int levelTimeSec = 0;
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static bool levelFinished = false;
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//----------------------------------------------------------------------------------
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// Level01 Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Level01 Screen Initialization logic
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void InitLevel01Screen(void)
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{
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// Initialize Level01 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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outerLeftRec = (Rectangle){ 0, 0, GetScreenWidth()/2, GetScreenHeight() };
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outerRightRec = (Rectangle){ GetScreenWidth()/2, 0, GetScreenWidth()/2, GetScreenHeight() };
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innerLeftRec = (Rectangle){ GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
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innerRightRec = (Rectangle){ GetScreenWidth()/2 + GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
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}
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// Level01 Screen Update logic
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void UpdateLevel01Screen(void)
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{
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// Update Level01 screen
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framesCounter++;
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if (!done)
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{
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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if (CheckCollisionPointRec(GetMousePosition(), innerLeftRec))
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{
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if (innerRightRec.width > 0)
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{
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innerRightRec.x += 20;
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innerRightRec.y += 20;
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innerRightRec.width -= 40;
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innerRightRec.height -= 40;
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}
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}
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else if (CheckCollisionPointRec(GetMousePosition(), innerRightRec))
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{
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if (innerLeftRec.width > 0)
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{
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innerLeftRec.x += 20;
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innerLeftRec.y += 20;
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innerLeftRec.width -= 40;
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innerLeftRec.height -= 40;
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}
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}
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else if (CheckCollisionPointRec(GetMousePosition(), outerLeftRec))
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{
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innerLeftRec.x -= 20;
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innerLeftRec.y -= 20;
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innerLeftRec.width += 40;
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innerLeftRec.height += 40;
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}
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else if (CheckCollisionPointRec(GetMousePosition(), outerRightRec))
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{
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innerRightRec.x -= 20;
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innerRightRec.y -= 20;
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innerRightRec.width += 40;
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innerRightRec.height += 40;
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}
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}
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if (((innerRightRec.width == 0) && (innerLeftRec.height >= GetScreenHeight())) ||
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((innerLeftRec.width == 0) && (innerRightRec.height >= GetScreenHeight())))
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{
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done = true;
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PlaySound(levelWin);
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}
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}
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if (done && !levelFinished)
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{
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levelTimeSec = framesCounter/60;
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levelFinished = true;
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framesCounter = 0;
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}
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if (levelFinished)
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{
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framesCounter++;
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if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
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}
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}
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// Level01 Screen Draw logic
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void DrawLevel01Screen(void)
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{
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// Draw Level01 screen
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if (!levelFinished) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), LIGHTGRAY);
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else DrawRectangle(60, 60, GetScreenWidth() - 120, GetScreenHeight() - 120, LIGHTGRAY);
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DrawRectangleRec(outerLeftRec, GRAY);
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DrawRectangleRec(innerLeftRec, RAYWHITE);
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DrawRectangleRec(outerRightRec, RAYWHITE);
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DrawRectangleRec(innerRightRec, GRAY);
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if (levelFinished)
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{
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DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
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DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, GRAY);
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DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
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}
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else DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level01 Screen Unload logic
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void UnloadLevel01Screen(void)
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{
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// TODO: Unload Level01 screen variables here!
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}
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// Level01 Screen should finish?
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int FinishLevel01Screen(void)
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{
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return finishScreen;
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}
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