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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level05 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"
#define NUM_CIRCLES 10
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level05 screen global variables
static int framesCounter;
static int finishScreen;
static Vector2 circleCenter;
static float circleRadius[NUM_CIRCLES];
static bool circleLocked[NUM_CIRCLES];
static Color circleColor[NUM_CIRCLES];
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level05 Screen Functions Definition
//----------------------------------------------------------------------------------
static bool CheckColor(Color col1, Color col2);
// Level05 Screen Initialization logic
void InitLevel05Screen(void)
{
// Initialize Level05 screen variables here!
framesCounter = 0;
finishScreen = 0;
circleCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
for (int i = 0; i < NUM_CIRCLES; i++)
{
circleRadius[i] = 760/NUM_CIRCLES*(NUM_CIRCLES - i);
circleLocked[i] = false;
}
// That's a dirty hack to give sonme coherence to this puzzle...
circleColor[9] = GRAY;
circleColor[8] = RAYWHITE;
circleColor[7] = RAYWHITE;
circleColor[6] = GRAY;
circleColor[5] = RAYWHITE;
circleColor[4] = GRAY;
circleColor[3] = GRAY;
circleColor[2] = GRAY;
circleColor[1] = RAYWHITE;
circleColor[0] = GRAY;
}
// Level05 Screen Update logic
void UpdateLevel05Screen(void)
{
// Update Level05 screen variables here!
framesCounter++;
if (!done)
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
for (int i = NUM_CIRCLES - 1; i >= 0; i--)
{
if (CheckCollisionPointCircle(GetMousePosition(), circleCenter, circleRadius[i]))
{
if (i == 0)
{
if (CheckColor(circleColor[8], GRAY)) circleColor[8] = RAYWHITE;
else circleColor[8] = GRAY;
}
else if (i == 2)
{
if (CheckColor(circleColor[5], GRAY)) circleColor[5] = RAYWHITE;
else circleColor[5] = GRAY;
}
else if (i == 3)
{
if (CheckColor(circleColor[6], GRAY)) circleColor[6] = RAYWHITE;
else circleColor[6] = GRAY;
}
else
{
if (CheckColor(circleColor[i], GRAY)) circleColor[i] = RAYWHITE;
else circleColor[i] = GRAY;
}
return;
}
}
}
// Check all cicles done
for (int i = 0; i < NUM_CIRCLES; i++)
{
done = true;
if (CheckColor(circleColor[i], RAYWHITE))
{
done = false;
return;
}
//if (done) PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level05 Screen Draw logic
void DrawLevel05Screen(void)
{
// Draw Level05 screen
for (int i = 0; i < NUM_CIRCLES; i++)
{
DrawPoly(circleCenter, 64, circleRadius[i], 0.0f, circleColor[i]);
}
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 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 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, LIGHTGRAY);
}
// Level05 Screen Unload logic
void UnloadLevel05Screen(void)
{
// TODO: Unload Level05 screen variables here!
}
// Level05 Screen should finish?
int FinishLevel05Screen(void)
{
return finishScreen;
}
static bool CheckColor(Color col1, Color col2)
{
return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
}