/**********************************************************************************************
|
|
*
|
|
* 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));
|
|
}
|