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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level10 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)
//----------------------------------------------------------------------------------
// Level10 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle leftColumnRec, middleColumnRec, rightColumnRec;
static Rectangle movingBox;
static int moveSpeed = 4;
static bool leftColumnActive, middleColumnActive, rightColumnActive;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level10 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level10 Screen Initialization logic
void InitLevel10Screen(void)
{
// TODO: Initialize Level10 screen variables here!
framesCounter = 0;
finishScreen = 0;
movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 };
leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() };
middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() };
rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() };
leftColumnActive = true;
middleColumnActive = false;
rightColumnActive = true;
}
// Level10 Screen Update logic
void UpdateLevel10Screen(void)
{
// Update Level10 screen variables here!
framesCounter++;
if (!done)
{
movingBox.x += moveSpeed;
if (movingBox.x <= 0) moveSpeed *= -1;
if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) ||
(middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) ||
(rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec))
{
middleColumnActive = false;
rightColumnActive = true;
}
else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec))
{
rightColumnActive = false;
leftColumnActive = true;
}
else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec))
{
leftColumnActive = false;
middleColumnActive = true;
}
}
}
if (movingBox.x >= 1100) done = true;
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level10 Screen Draw logic
void DrawLevel10Screen(void)
{
// Draw Level10 screen
DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY);
DrawRectangleRec(movingBox, LIGHTGRAY);
if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY);
if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY);
if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 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 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY);
}
// Level10 Screen Unload logic
void UnloadLevel10Screen(void)
{
// TODO: Unload Level10 screen variables here!
}
// Level10 Screen should finish?
int FinishLevel10Screen(void)
{
return finishScreen;
}