選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。
 
 
 
 
 
 

199 行
6.2 KiB

/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level09 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_BOXES 21
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level09 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle bwRecs[NUM_BOXES];
static Color bwColors[NUM_BOXES];
static bool activated[NUM_BOXES];
static int resetCounter = 0;
static bool enableCounter = 0;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level09 Screen Functions Definition
//----------------------------------------------------------------------------------
static bool CheckColor(Color col1, Color col2);
// Level09 Screen Initialization logic
void InitLevel09Screen(void)
{
// Initialize Level09 screen variables here!
framesCounter = 0;
finishScreen = 0;
for (int i = 0; i < NUM_BOXES; i++)
{
bwRecs[i].x = GetScreenWidth()/7*(i%7);
bwRecs[i].y = GetScreenHeight()/3*(i/7);
bwRecs[i].width = GetScreenWidth()/7;
bwRecs[i].height = GetScreenHeight()/3;
activated[i] = false;
if (i%2 == 0) bwColors[i] = LIGHTGRAY;
else bwColors[i] = GRAY;
}
bwColors[10] = RAYWHITE;
}
// Level09 Screen Update logic
void UpdateLevel09Screen(void)
{
// Update Level09 screen variables here!
framesCounter++;
if (enableCounter) resetCounter++;
if (!done)
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
for (int i = 0; i < NUM_BOXES; i++)
{
if (CheckCollisionPointRec(GetMousePosition(), bwRecs[i]))
{
if (i == 10)
{
if (CheckColor(bwColors[i], RAYWHITE))
{
bwColors[i] = LIGHTGRAY;
enableCounter = true;
resetCounter = 0;
activated[1] = true;
}
else
{
bwColors[i] = RAYWHITE;
enableCounter = false;
resetCounter = 5*60;
for (int i = 0; i < NUM_BOXES; i++) activated[i] = false;
}
}
else if ((i%2 == 1) && enableCounter)
{
if (activated[i])
{
bwColors[i] = LIGHTGRAY;
if (i != 19) activated[i + 2] = true;
}
}
}
}
}
if (resetCounter > (4*60 + 10))
{
for (int i = 0; i < NUM_BOXES; i++)
{
if (i%2 == 0) bwColors[i] = LIGHTGRAY;
else bwColors[i] = GRAY;
activated[i] = false;
}
bwColors[10] = RAYWHITE;
enableCounter = false;
resetCounter = 0;
}
for (int i = 0; i < NUM_BOXES; i++)
{
done = true;
if (!CheckColor(bwColors[i], LIGHTGRAY))
{
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;
}
}
// Level09 Screen Draw logic
void DrawLevel09Screen(void)
{
// Draw Level09 screen
for (int i = 0; i < NUM_BOXES; i++)
{
DrawRectangleRec(bwRecs[i], bwColors[i]);
}
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(RAYWHITE, 0.6f));
DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 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 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, LIGHTGRAY);
}
// Level09 Screen Unload logic
void UnloadLevel09Screen(void)
{
// TODO: Unload Level09 screen variables here!
}
// Level09 Screen should finish?
int FinishLevel09Screen(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));
}