/**********************************************************************************************
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*
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* raylib - Standard Game template
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*
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* Level03 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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// Level03 screen global variables
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static int framesCounter;
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static int finishScreen;
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static Rectangle holeRec, pieceRec;
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static bool showPiece = false;
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static bool pieceSelected = false;
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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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// Level03 Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Level03 Screen Initialization logic
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void InitLevel03Screen(void)
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{
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// Initialize Level03 screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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holeRec = (Rectangle){ GetScreenWidth()/2 - 50, GetScreenHeight()/2 - 50, 100, 100 };
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pieceRec = (Rectangle){ 200, 400, 100, 100 };
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}
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// Level03 Screen Update logic
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void UpdateLevel03Screen(void)
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{
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// Update Level03 screen variables here!
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framesCounter++;
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Vector2 mousePos = GetMousePosition();
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if (!done)
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{
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if (CheckCollisionPointRec(mousePos, holeRec)) showPiece = true;
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else showPiece = false;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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if (CheckCollisionPointRec(mousePos, pieceRec))
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{
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pieceSelected = true;
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pieceRec.x = ((int)mousePos.x - 50);
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pieceRec.y = ((int)mousePos.y - 50);
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}
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}
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if ((pieceRec.x == holeRec.x) && !(CheckCollisionPointRec(mousePos, holeRec)))
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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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// Level03 Screen Draw logic
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void DrawLevel03Screen(void)
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{
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// Draw Level03 screen
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DrawRectangleRec(holeRec, GRAY);
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DrawRectangleRec(pieceRec, RAYWHITE);
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if (showPiece) DrawRectangleLines(pieceRec.x, pieceRec.y, pieceRec.width, pieceRec.height, Fade(LIGHTGRAY, 0.8f));
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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 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 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 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 30)/2, 20, 30, LIGHTGRAY);
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}
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// Level03 Screen Unload logic
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void UnloadLevel03Screen(void)
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{
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// TODO: Unload Level03 screen variables here!
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}
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// Level03 Screen should finish?
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int FinishLevel03Screen(void)
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{
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return finishScreen;
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}
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