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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level03 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)
//----------------------------------------------------------------------------------
// Level03 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle holeRec, pieceRec;
static bool showPiece = false;
static bool pieceSelected = false;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level03 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level03 Screen Initialization logic
void InitLevel03Screen(void)
{
// Initialize Level03 screen variables here!
framesCounter = 0;
finishScreen = 0;
holeRec = (Rectangle){ GetScreenWidth()/2 - 50, GetScreenHeight()/2 - 50, 100, 100 };
pieceRec = (Rectangle){ 200, 400, 100, 100 };
}
// Level03 Screen Update logic
void UpdateLevel03Screen(void)
{
// Update Level03 screen variables here!
framesCounter++;
Vector2 mousePos = GetMousePosition();
if (!done)
{
if (CheckCollisionPointRec(mousePos, holeRec)) showPiece = true;
else showPiece = false;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointRec(mousePos, pieceRec))
{
pieceSelected = true;
pieceRec.x = ((int)mousePos.x - 50);
pieceRec.y = ((int)mousePos.y - 50);
}
}
if ((pieceRec.x == holeRec.x) && !(CheckCollisionPointRec(mousePos, holeRec)))
{
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;
}
}
// Level03 Screen Draw logic
void DrawLevel03Screen(void)
{
// Draw Level03 screen
DrawRectangleRec(holeRec, GRAY);
DrawRectangleRec(pieceRec, RAYWHITE);
if (showPiece) DrawRectangleLines(pieceRec.x, pieceRec.y, pieceRec.width, pieceRec.height, Fade(LIGHTGRAY, 0.8f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 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 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 30)/2, 20, 30, LIGHTGRAY);
}
// Level03 Screen Unload logic
void UnloadLevel03Screen(void)
{
// TODO: Unload Level03 screen variables here!
}
// Level03 Screen should finish?
int FinishLevel03Screen(void)
{
return finishScreen;
}