/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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#include "../player.h"
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#include "../monster.h"
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#include <string.h>
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Gameplay screen global variables
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static int framesCounter;
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static int finishScreen;
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static Texture2D background;
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// Declare doors
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static Door doorLeft;
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static Door doorRight;
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// Decalre monsters
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static Monster blazon01;
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static Monster blazon02;
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static Monster blazon03;
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static bool monsterHover = false;
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static int monsterCheck = -1; // Identify checking monster
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static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!";
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static int msgPosX = 100;
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static int msgState = 0; // 0-writting, 1-wait, 2-choose
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static int lettersCounter = 0;
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static char msgBuffer[256] = { '\0' };
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static int msgCounter = 0;
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static bool searching = false;
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitArmoryScreen(void)
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{
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ResetPlayer();
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// Reset Screen variables
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monsterHover = false;
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monsterCheck = -1;
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msgState = 0;
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msgCounter = 0;
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lettersCounter = 0;
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for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
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framesCounter = 0;
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finishScreen = 0;
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background = LoadTexture("resources/textures/background_armory.png");
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// Initialize doors
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doorLeft.position = (Vector2) { -50, 145 };
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doorLeft.facing = 0;
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doorLeft.locked = true;
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doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
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doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
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doorLeft.selected = false;
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doorRight.position = (Vector2) { 1074, 140 };
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doorRight.facing = 2;
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doorRight.locked = true;
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doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
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doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
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doorRight.selected = false;
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// Monster init: blazon01
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blazon01.position = (Vector2){ 300, 260 };
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blazon01.texture = LoadTexture("resources/textures/monster_blazon01.png");
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blazon01.currentFrame = 0;
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blazon01.framesCounter = 0;
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blazon01.numFrames = 4;
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blazon01.bounds = (Rectangle){ blazon01.position.x, blazon01.position.y + 20, 160, 230 };
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blazon01.frameRec = (Rectangle) { 0, 0, blazon01.texture.width/blazon01.numFrames, blazon01.texture.height };
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blazon01.selected = false;
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blazon01.active = false;
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blazon01.spooky = true;
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// Monster init: blazon02
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blazon02.position = (Vector2){ 550, 260 };
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blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png");
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blazon02.currentFrame = 0;
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blazon02.framesCounter = 0;
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blazon02.numFrames = 4;
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blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 };
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blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height };
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blazon02.selected = false;
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blazon02.active = false;
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blazon02.spooky = true;
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// Monster init: blazon03
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blazon03.position = (Vector2){ 800, 260 };
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blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png");
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blazon03.currentFrame = 0;
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blazon03.framesCounter = 0;
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blazon03.numFrames = 4;
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blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 };
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blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height };
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blazon03.selected = false;
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blazon03.active = false;
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blazon03.spooky = false;
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}
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// Gameplay Screen Update logic
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void UpdateArmoryScreen(void)
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{
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if (player.key)
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{
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// Door: left
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if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) ||
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(CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true;
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else doorLeft.selected = false;
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if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
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{
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if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
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{
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if (doorLeft.locked)
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{
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doorLeft.frameRec.y = 0;
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doorLeft.locked = false;
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PlaySound(sndDoor);
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}
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else finishScreen = 1;
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}
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}
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// Door: right
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if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
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(CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
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else doorRight.selected = false;
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if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
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{
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if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
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{
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if (doorRight.locked)
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{
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doorRight.frameRec.y = 0;
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doorRight.locked = false;
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PlaySound(sndDoor);
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}
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else finishScreen = 2;
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}
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}
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}
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if (msgState > 2)
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{
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UpdatePlayer();
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// Monsters logic
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UpdateMonster(&blazon01);
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UpdateMonster(&blazon02);
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UpdateMonster(&blazon03);
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}
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// Check player hover monsters to interact
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if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) ||
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((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) ||
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((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true;
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else monsterHover = false;
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// Monters logic: blazon01
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if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active)
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{
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blazon01.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 1;
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}
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}
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else blazon01.selected = false;
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// Monters logic: blazon02
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if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active)
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{
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blazon02.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 2;
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}
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}
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else blazon02.selected = false;
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// Monters logic: blazon03
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if ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)
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{
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blazon03.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon03.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 3;
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}
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}
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else blazon03.selected = false;
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if (searching)
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{
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framesCounter++;
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if (framesCounter > 180)
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{
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if (monsterCheck == 1)
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{
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if (blazon01.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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blazon01.active = true;
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blazon01.selected = false;
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}
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else if (monsterCheck == 2)
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{
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if (blazon02.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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blazon02.active = true;
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blazon02.selected = false;
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}
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else if (monsterCheck == 3)
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{
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if (blazon03.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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blazon03.active = true;
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blazon03.selected = false;
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}
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searching = false;
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framesCounter = 0;
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}
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}
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// Text animation
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framesCounter++;
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if ((framesCounter%2) == 0) lettersCounter++;
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if (msgState == 0)
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{
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if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
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else
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{
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for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
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lettersCounter = 0;
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msgState = 1;
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}
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if (IsKeyPressed(KEY_ENTER)) msgState = 1;
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}
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else if (msgState == 1)
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{
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msgCounter++;
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if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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{
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msgState = 2;
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msgCounter = 0;
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}
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}
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else if (msgState == 2)
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{
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msgCounter++;
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if (msgCounter > 180) msgState = 3;
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}
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else msgCounter++;
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}
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// Gameplay Screen Draw logic
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void DrawArmoryScreen(void)
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{
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DrawTexture(background, 0, 0, WHITE);
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// Draw monsters
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DrawMonster(blazon01, 0);
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DrawMonster(blazon02, 0);
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DrawMonster(blazon03, 0);
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// Draw door
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if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN);
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else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE);
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if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
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else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE);
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// Draw messsages
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if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
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else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
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if (msgState == 0)
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{
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DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE);
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}
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else if (msgState == 1)
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{
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DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE);
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if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
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}
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else if (msgState == 2)
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{
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if ((msgCounter/30)%2)
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{
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DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.baseSize*2, 2, WHITE);
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DrawRectangleRec(blazon01.bounds, Fade(RED, 0.6f));
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DrawRectangleRec(blazon02.bounds, Fade(RED, 0.6f));
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DrawRectangleRec(blazon03.bounds, Fade(RED, 0.6f));
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}
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}
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else
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{
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if ((monsterHover) && ((msgCounter/30)%2))
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{
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DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
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DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
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}
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}
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DrawPlayer(); // NOTE: Also draws mouse pointer!
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}
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// Gameplay Screen Unload logic
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void UnloadArmoryScreen(void)
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{
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// TODO: Unload GAMEPLAY screen variables here!
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UnloadTexture(background);
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UnloadMonster(blazon01);
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UnloadMonster(blazon02);
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UnloadMonster(blazon03);
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}
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// Gameplay Screen should finish?
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int FinishArmoryScreen(void)
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{
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return finishScreen;
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}
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