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5.4 KiB

/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level06 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)
//----------------------------------------------------------------------------------
// Level06 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle centerRec;
static Rectangle movingRecs[4];
static int speedRecs[4];
static bool stoppedRec[4];
static int mouseOverNum = -1;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level06 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level06 Screen Initialization logic
void InitLevel06Screen(void)
{
// Initialize Level06 screen variables here!
framesCounter = 0;
finishScreen = 0;
centerRec = (Rectangle){ GetScreenWidth()/2 - 100, 0, 200, GetScreenHeight() };
for (int i = 0; i < 4; i++)
{
movingRecs[i] = (Rectangle){ GetRandomValue(0, 5)*150, (i*150) + 90, 100, 100 };
stoppedRec[i] = false;
speedRecs[i] = GetRandomValue(4, 8);
}
}
// Level06 Screen Update logic
void UpdateLevel06Screen(void)
{
// Update Level06 screen variables here!
framesCounter++;
if (!done)
{
for (int i = 0; i < 4; i++)
{
if (!stoppedRec[i]) movingRecs[i].x += speedRecs[i];
if (movingRecs[i].x >= GetScreenWidth()) movingRecs[i].x = -movingRecs[i].width;
if (CheckCollisionPointRec(GetMousePosition(), movingRecs[i]))
{
mouseOverNum = i;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (i == 0) stoppedRec[3] = !stoppedRec[3];
else if (i == 1) stoppedRec[2] = !stoppedRec[2];
else if (i == 2) stoppedRec[0] = !stoppedRec[0];
else if (i == 3) stoppedRec[1] = !stoppedRec[1];
}
}
}
// Check if all boxes are aligned
if (((movingRecs[0].x > centerRec.x) && ((movingRecs[0].x + movingRecs[0].width) < (centerRec.x + centerRec.width))) &&
((movingRecs[1].x > centerRec.x) && ((movingRecs[1].x + movingRecs[1].width) < (centerRec.x + centerRec.width))) &&
((movingRecs[2].x > centerRec.x) && ((movingRecs[2].x + movingRecs[2].width) < (centerRec.x + centerRec.width))) &&
((movingRecs[3].x > centerRec.x) && ((movingRecs[3].x + movingRecs[3].width) < (centerRec.x + centerRec.width))))
{
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;
}
}
// Level06 Screen Draw logic
void DrawLevel06Screen(void)
{
// Draw Level06 screen
DrawRectangleRec(centerRec, LIGHTGRAY);
for (int i = 0; i < 4; i++)
{
DrawRectangleRec(movingRecs[i], GRAY);
}
if (!done && (mouseOverNum >= 0)) DrawRectangleLines(movingRecs[mouseOverNum].x - 5, movingRecs[mouseOverNum].y - 5, movingRecs[mouseOverNum].width + 10, movingRecs[mouseOverNum].height + 10, Fade(LIGHTGRAY, 0.8f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 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 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, LIGHTGRAY);
}
// Level06 Screen Unload logic
void UnloadLevel06Screen(void)
{
// TODO: Unload Level06 screen variables here!
}
// Level06 Screen should finish?
int FinishLevel06Screen(void)
{
return finishScreen;
}