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