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Added game sources: Skully Escape

This game was developed for King GameJam 2015
raysan5 9 년 전
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48개의 변경된 파일4549개의 추가작업 그리고 0개의 파일을 삭제
  1. 254 0
      games/skully_escape/makefile
  2. 54 0
      games/skully_escape/monster.c
  3. 73 0
      games/skully_escape/monster.h
  4. 281 0
      games/skully_escape/player.c
  5. 51 0
      games/skully_escape/player.h
  6. BIN
      games/skully_escape/resources/audio/come_play_with_me.ogg
  7. BIN
      games/skully_escape/resources/audio/door.ogg
  8. BIN
      games/skully_escape/resources/audio/scream.ogg
  9. BIN
      games/skully_escape/resources/textures/alagard.png
  10. BIN
      games/skully_escape/resources/textures/background_aisle01.png
  11. BIN
      games/skully_escape/resources/textures/background_aisle02.png
  12. BIN
      games/skully_escape/resources/textures/background_armory.png
  13. BIN
      games/skully_escape/resources/textures/background_attic.png
  14. BIN
      games/skully_escape/resources/textures/background_bathroom.png
  15. BIN
      games/skully_escape/resources/textures/background_kitchen.png
  16. BIN
      games/skully_escape/resources/textures/background_livingroom.png
  17. BIN
      games/skully_escape/resources/textures/doors.png
  18. BIN
      games/skully_escape/resources/textures/monster_arc.png
  19. BIN
      games/skully_escape/resources/textures/monster_blazon01.png
  20. BIN
      games/skully_escape/resources/textures/monster_blazon02.png
  21. BIN
      games/skully_escape/resources/textures/monster_blazon03.png
  22. BIN
      games/skully_escape/resources/textures/monster_candle.png
  23. BIN
      games/skully_escape/resources/textures/monster_chair_left.png
  24. BIN
      games/skully_escape/resources/textures/monster_chair_right.png
  25. BIN
      games/skully_escape/resources/textures/monster_closet.png
  26. BIN
      games/skully_escape/resources/textures/monster_lamp_left.png
  27. BIN
      games/skully_escape/resources/textures/monster_lamp_right.png
  28. BIN
      games/skully_escape/resources/textures/monster_mirror.png
  29. BIN
      games/skully_escape/resources/textures/monster_phone.png
  30. BIN
      games/skully_escape/resources/textures/monster_picture.png
  31. BIN
      games/skully_escape/resources/textures/monster_window.png
  32. BIN
      games/skully_escape/resources/textures/skully.png
  33. BIN
      games/skully_escape/resources/textures/skully_icon.png
  34. BIN
      games/skully_escape/resources/textures/skully_logo.png
  35. BIN
      games/skully_escape/resources/textures/title.png
  36. 409 0
      games/skully_escape/screens/screen_aisle01.c
  37. 444 0
      games/skully_escape/screens/screen_aisle02.c
  38. 404 0
      games/skully_escape/screens/screen_armory.c
  39. 332 0
      games/skully_escape/screens/screen_attic.c
  40. 383 0
      games/skully_escape/screens/screen_bathroom.c
  41. 90 0
      games/skully_escape/screens/screen_ending.c
  42. 403 0
      games/skully_escape/screens/screen_kitchen.c
  43. 403 0
      games/skully_escape/screens/screen_livingroom.c
  44. 108 0
      games/skully_escape/screens/screen_logo.c
  45. 201 0
      games/skully_escape/screens/screen_logo_raylib.c
  46. 92 0
      games/skully_escape/screens/screen_title.c
  47. 164 0
      games/skully_escape/screens/screens.h
  48. 403 0
      games/skully_escape/skully_escape.c

+ 254 - 0
games/skully_escape/makefile

@@ -0,0 +1,254 @@
+#**************************************************************************************************
+#
+#   raylib - Advance Game
+#
+#   makefile to compile advance game
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   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.
+#
+#**************************************************************************************************
+
+# define raylib platform if not defined (by default, compile for RPI)
+# Other possible platform: PLATFORM_DESKTOP
+PLATFORM ?= PLATFORM_DESKTOP
+
+# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
+    ifeq ($(OS),Windows_NT)
+        PLATFORM_OS=WINDOWS
+        LIBPATH=win32
+    else
+        UNAMEOS:=$(shell uname)
+        ifeq ($(UNAMEOS),Linux)
+            PLATFORM_OS=LINUX
+            LIBPATH=linux
+        else
+        ifeq ($(UNAMEOS),Darwin)
+            PLATFORM_OS=OSX
+            LIBPATH=osx
+        endif
+        endif
+    endif
+endif
+
+# define compiler: gcc for C program, define as g++ for C++
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    # define emscripten compiler
+    CC = emcc
+else
+ifeq ($(PLATFORM_OS),OSX)
+    # define llvm compiler for mac
+    CC = clang
+else
+    # define default gcc compiler
+    CC = gcc
+endif
+endif
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
+else
+    CFLAGS = -O2 -Wall -std=c99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
+    #-s ASSERTIONS=1 --preload-file resources
+    #-s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing
+    #-s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB)
+endif
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
+# external libraries headers
+# GLFW3
+    INCLUDES += -I../../external/glfw3/include
+# GLEW
+    INCLUDES += -I../../external/glew/include
+# OpenAL Soft
+    INCLUDES += -I../../external/openal_soft/include
+endif
+
+# define library paths containing required libs
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    LFLAGS = -L. -L../../src -L/opt/vc/lib
+else
+    LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
+    # external libraries to link with
+    # GLFW3
+    LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
+    ifneq ($(PLATFORM_OS),OSX)
+    # OpenAL Soft
+        LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
+	# GLEW
+        LFLAGS += -L../../external/glew/lib/$(LIBPATH)
+    endif
+endif
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),LINUX)
+        # libraries for Debian GNU/Linux desktop compiling
+        # requires the following packages:
+        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+    	# libraries for OS X 10.9 desktop compiling
+        # requires the following packages:
+        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+    else
+        # libraries for Windows desktop compiling
+        # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+        LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    LIBS = C:/raylib/raylib/src/libraylib.bc
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM_OS),WINDOWS)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = C:/raylib/raylib/src/resources 
+    #-Wl,--subsystem,windows
+endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    EXT = .html
+endif
+
+# define all screen object files required
+SCREENS = \
+	screens/screen_logo.o \
+	screens/screen_logo_raylib.o \
+	screens/screen_title.o \
+	screens/screen_attic.o \
+	screens/screen_aisle01.o \
+	screens/screen_aisle02.o \
+	screens/screen_armory.o \
+	screens/screen_livingroom.o \
+	screens/screen_kitchen.o \
+	screens/screen_bathroom.o \
+	screens/screen_ending.o \
+	player.o \
+	monster.o \
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is advance_game
+default: skully_escape
+
+# compile template - advance_game
+skully_escape: skully_escape.c $(SCREENS)
+	$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile screen LOGO
+screens/screen_logo.o: screens/screen_logo.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+    
+# compile screen LOGO raylib
+screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen TITLE
+screens/screen_title.o: screens/screen_title.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen ATTIC
+screens/screen_attic.o: screens/screen_attic.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen AISLE01
+screens/screen_aisle01.o: screens/screen_aisle01.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen AISLE02
+screens/screen_aisle02.o: screens/screen_aisle02.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen BATHROOM
+screens/screen_bathroom.o: screens/screen_bathroom.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LIVINGROOM
+screens/screen_livingroom.o: screens/screen_livingroom.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen KITCHEN
+screens/screen_kitchen.o: screens/screen_kitchen.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen ARMORY
+screens/screen_armory.o: screens/screen_armory.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen ENDING
+screens/screen_ending.o: screens/screen_ending.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LOGO
+player.o: player.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen LOGO
+monster.o: monster.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),OSX)
+		find . -type f -perm +ugo+x -delete
+		rm -f *.o
+    else
+    ifeq ($(PLATFORM_OS),LINUX)
+		find . -type f -executable -delete
+		rm -f *.o
+    else
+		del *.o *.exe
+    endif
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	find . -type f -executable -delete
+	rm -f *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+	del *.o *.html *.js
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

+ 54 - 0
games/skully_escape/monster.c

@@ -0,0 +1,54 @@
+/***********************************************************************************
+*
+*   KING GAME JAM - GRAY TEAM
+*
+*   <Game title>
+*   <Game description>
+*
+*   This game has been created using raylib (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+************************************************************************************/
+
+#include "raylib.h"
+#include "monster.h"
+
+void UpdateMonster(Monster *monster)
+{
+    if (!monster->active)
+    {
+        if (CheckCollisionPointRec(GetMousePosition(), monster->bounds)) monster->selected = true;
+        else monster->selected = false;
+    }
+    else if (monster->spooky)
+    {
+        monster->framesCounter++;
+        monster->currentSeq = 0;
+        
+        if (monster->framesCounter > 7)
+        {
+            monster->currentFrame++;
+            monster->framesCounter = 0;
+            
+            if (monster->currentFrame > monster->numFrames - 1) monster->currentFrame = 1;
+        }
+    }
+    
+    monster->frameRec.x = monster->currentFrame*monster->texture.width/monster->numFrames;
+    monster->frameRec.y = monster->currentSeq*monster->texture.height;
+}
+
+void DrawMonster(Monster monster, int scroll)
+{
+    Vector2 scrollPos = { monster.position.x - scroll, monster.position.y };
+    
+    if (monster.selected) DrawTextureRec(monster.texture, monster.frameRec, scrollPos, RED);
+    else DrawTextureRec(monster.texture, monster.frameRec, scrollPos, WHITE);
+}
+
+void UnloadMonster(Monster monster)
+{
+    UnloadTexture(monster.texture);
+}

+ 73 - 0
games/skully_escape/monster.h

@@ -0,0 +1,73 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Screens Functions Declarations (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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.
+*
+**********************************************************************************************/
+
+#ifndef MONSTER_H
+#define MONSTER_H
+
+#define MONSTER_ANIM_FRAMES     7
+#define MONSTER_ANIM_SEQ        2
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//---------------------------------------------------------------------------------
+typedef struct Monster {
+    Vector2 position;
+    Texture2D texture;
+    Rectangle bounds;
+    Rectangle frameRec;
+    Color color;
+    int framesCounter;
+    int currentFrame;
+    int currentSeq;
+    int numFrames;
+    bool active;
+    bool selected;
+    bool spooky;
+} Monster;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+
+
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Monster Functions Declaration
+//----------------------------------------------------------------------------------
+
+void UpdateMonster(Monster *monster);
+void DrawMonster(Monster monster, int scroll);
+void UnloadMonster(Monster monster);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // SCREENS_H

+ 281 - 0
games/skully_escape/player.c

@@ -0,0 +1,281 @@
+/***********************************************************************************
+*
+*   KING GAME JAM - GRAY TEAM
+*
+*   <Game title>
+*   <Game description>
+*
+*   This game has been created using raylib (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+************************************************************************************/
+
+#include "raylib.h"
+#include "player.h"
+
+#define PLAYER_ANIM_FRAMES     4
+#define PLAYER_ANIM_SEQ        6
+
+//----------------------------------------------------------------------------------
+// Module Variables Definition
+//----------------------------------------------------------------------------------
+
+// Player mouse moving variables
+static bool movingAnim;
+static int moveDirection;
+static int nextMovePoint;
+
+// Mouse pointer variables
+static Vector2 pointerPosition;
+static bool pointerAnim;
+static float pointerAlpha;
+
+static int framesCounter;
+static bool outControl = false;
+
+static int animTimer = 0;
+
+static Texture2D texLife;
+
+static void DrawLifes(void);
+
+// player initialitaction definition
+void InitPlayer(void)
+{
+    // NOTE: Some player variables are only initialized once
+    player.texture = LoadTexture("resources/textures/skully.png");
+    player.position = (Vector2){ 350, 400 };
+    player.numLifes = 4;
+    
+    ResetPlayer();
+    
+    framesCounter = 0;
+
+    texLife = LoadTexture("resources/textures/skully_icon.png");
+}
+
+// player update definition
+void UpdatePlayer(void)
+{
+    if (!outControl)
+    {
+        if ((IsKeyDown(KEY_LEFT)) || (IsKeyDown(KEY_RIGHT)))
+        {
+            moveDirection = -1;
+            movingAnim = false;
+        }
+        
+        if ((IsKeyDown(KEY_RIGHT)) || (moveDirection == 0))
+        {
+            player.currentSeq = WALK_RIGHT;
+            framesCounter++;
+            
+            if (framesCounter > 15)
+            {
+                player.currentFrame++;
+                framesCounter = 0;
+                
+                if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
+            }
+            
+            player.position.x += 4;
+        }
+        else if ((IsKeyDown(KEY_LEFT)) || (moveDirection == 1))
+        {
+            player.currentSeq = WALK_LEFT;
+            framesCounter++;
+            
+            if (framesCounter > 15)
+            {
+                player.currentFrame++;
+                framesCounter = 0;
+                
+                if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
+            }
+            
+            player.position.x -= 4;
+        }
+        else player.currentFrame = 0;
+    }
+    else
+    {
+        framesCounter++;
+        animTimer++;
+        
+        if (framesCounter > 10)
+        {
+            player.currentFrame++;
+            framesCounter = 0;
+            
+            if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
+            
+            // We can adjust animation playing time depending on sequence
+            switch (player.currentSeq)
+            {
+                case SCARE_RIGHT:
+                {
+                    if (animTimer > 180)
+                    {
+                        animTimer = 0;
+                        outControl = false;
+                        player.currentSeq = WALK_LEFT;
+                    }
+                } break;
+                case SCARE_LEFT:
+                {
+                    if (animTimer > 240)
+                    {
+                        animTimer = 0;
+                        outControl = false;
+                        player.currentSeq = WALK_RIGHT;
+                    }
+                } break;
+                case SEARCH:
+                case FIND_KEY:
+                {
+                    if (animTimer > 240)
+                    {
+                        animTimer = 0;
+                        outControl = false;
+                        player.currentSeq = WALK_RIGHT;
+                    }
+                } break;
+            }
+        }
+    }
+    
+    if (player.position.x < 30) player.position.x = 30;
+    else if (player.position.x > (GetScreenWidth() - 200)) player.position.x = GetScreenWidth() - 200;
+    
+    if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+    {      
+        pointerPosition = GetMousePosition();
+        pointerAnim = true;
+        pointerAlpha = 1.0f;
+        
+        nextMovePoint = (int)pointerPosition.x;
+        movingAnim = true;
+    }
+    
+    if (movingAnim)
+    {
+        if (nextMovePoint > (player.position.x + (player.frameRec.width/2) + 5))  moveDirection = 0;  // Move Left
+        else if (nextMovePoint < (player.position.x + (player.frameRec.width/2) - 5)) moveDirection = 1;  // Move Right
+        else 
+        {
+            moveDirection = -1;
+            movingAnim = 0;
+        }
+    }
+    
+    player.frameRec.x = player.currentFrame*player.texture.width/PLAYER_ANIM_FRAMES;
+    player.frameRec.y = (player.currentSeq - 1)*player.texture.height/PLAYER_ANIM_SEQ;
+    
+    // Update player bounds
+    player.bounds = (Rectangle){ player.position.x + 50, player.position.y - 60, 100, 300 };
+    
+    // Mouse pointer alpha animation
+    if (pointerAnim)
+    {
+        pointerAlpha -= 0.1f;
+        
+        if (pointerAlpha <= 0.0f) 
+        {
+            pointerAlpha = 0.0f;
+            pointerAnim = false;
+        }
+    }
+}
+//
+void DrawPlayer(void)
+{
+    DrawTextureRec(player.texture, player.frameRec, player.position, WHITE);
+    
+    // Draw mouse pointer on click
+    if (pointerAnim) DrawCircleV(pointerPosition, 20, Fade(RED, pointerAlpha));
+    
+    DrawLifes();
+}
+
+void UnloadPlayer(void)
+{
+    UnloadTexture(player.texture);
+    UnloadTexture(texLife);
+}
+
+void ResetPlayer(void)
+{   
+    // Reset player variables
+    player.frameRec = (Rectangle){ 0, 0, player.texture.width/PLAYER_ANIM_FRAMES, player.texture.height/PLAYER_ANIM_SEQ };
+    player.currentFrame = 0;
+    player.currentSeq = WALK_RIGHT;
+    
+    player.key = false;
+    player.dead = false;
+
+    // Reset player position
+    if (player.position.x < 400) player.position.x = GetScreenWidth() - 350;
+    if (player.position.x > (GetScreenWidth() - 400)) player.position.x = 350;
+    
+    // Reset moving variables
+    movingAnim = false;
+    moveDirection = -1;
+    nextMovePoint = 0;
+    framesCounter = 0;
+    outControl = false;
+    animTimer = 0;
+    
+    // Reset pointer   
+    pointerAlpha = 0.0f;
+    pointerAnim = false;
+}
+
+void ScarePlayer(void)
+{
+    player.currentFrame = 0;
+
+    if (moveDirection == 0) player.currentSeq = SCARE_RIGHT;
+    else if (moveDirection == 1) player.currentSeq = SCARE_LEFT;
+    else player.currentSeq = SCARE_RIGHT;
+    
+    player.numLifes--;
+    
+    if (player.numLifes <= 0) player.dead = true;
+    
+    outControl = true;
+}
+
+void SearchKeyPlayer(void)
+{
+    moveDirection = -1;
+    movingAnim = 0;
+            
+    player.currentFrame = 0;
+    player.currentSeq = SEARCH;
+    
+    outControl = true;
+}
+
+void FindKeyPlayer(void)
+{
+    player.currentFrame = 0;
+    player.currentSeq = FIND_KEY;
+    player.key = true;
+    
+    outControl = true;
+}
+
+static void DrawLifes(void)
+{
+    if (player.numLifes != 0)
+    {
+    	Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 };
+		
+        for(int i = 0; i < player.numLifes; i++)
+        {
+        	DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f));
+        }
+    }
+}

+ 51 - 0
games/skully_escape/player.h

@@ -0,0 +1,51 @@
+#ifndef PLAYER_H
+#define PLAYER_H
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum { NONE, WALK_RIGHT, WALK_LEFT, SCARE_RIGHT, SCARE_LEFT, SEARCH, FIND_KEY } PlayerSequence;
+
+typedef struct Player {
+    Vector2 position;
+    Rectangle bounds;
+    Texture2D texture;
+    Color color;
+    
+    // Animation variables
+    Rectangle frameRec;
+    int currentFrame;
+    int currentSeq;
+    
+    bool key;
+    int numLifes;
+    bool dead;
+} Player;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+Player player;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitPlayer(void);
+void UpdatePlayer(void);
+void DrawPlayer(void);
+void UnloadPlayer(void);
+void ResetPlayer(void);
+
+void ScarePlayer(void);
+void SearchKeyPlayer(void);
+void FindKeyPlayer(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // SCREENS_H

BIN
games/skully_escape/resources/audio/come_play_with_me.ogg


BIN
games/skully_escape/resources/audio/door.ogg


BIN
games/skully_escape/resources/audio/scream.ogg


BIN
games/skully_escape/resources/textures/alagard.png


BIN
games/skully_escape/resources/textures/background_aisle01.png


BIN
games/skully_escape/resources/textures/background_aisle02.png


BIN
games/skully_escape/resources/textures/background_armory.png


BIN
games/skully_escape/resources/textures/background_attic.png


BIN
games/skully_escape/resources/textures/background_bathroom.png


BIN
games/skully_escape/resources/textures/background_kitchen.png


BIN
games/skully_escape/resources/textures/background_livingroom.png


BIN
games/skully_escape/resources/textures/doors.png


BIN
games/skully_escape/resources/textures/monster_arc.png


BIN
games/skully_escape/resources/textures/monster_blazon01.png


BIN
games/skully_escape/resources/textures/monster_blazon02.png


BIN
games/skully_escape/resources/textures/monster_blazon03.png


BIN
games/skully_escape/resources/textures/monster_candle.png


BIN
games/skully_escape/resources/textures/monster_chair_left.png


BIN
games/skully_escape/resources/textures/monster_chair_right.png


BIN
games/skully_escape/resources/textures/monster_closet.png


BIN
games/skully_escape/resources/textures/monster_lamp_left.png


BIN
games/skully_escape/resources/textures/monster_lamp_right.png


BIN
games/skully_escape/resources/textures/monster_mirror.png


BIN
games/skully_escape/resources/textures/monster_phone.png


BIN
games/skully_escape/resources/textures/monster_picture.png


BIN
games/skully_escape/resources/textures/monster_window.png


BIN
games/skully_escape/resources/textures/skully.png


BIN
games/skully_escape/resources/textures/skully_icon.png


BIN
games/skully_escape/resources/textures/skully_logo.png


BIN
games/skully_escape/resources/textures/title.png


+ 409 - 0
games/skully_escape/screens/screen_aisle01.c

@@ -0,0 +1,409 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+#include "../player.h"
+#include "../monster.h"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D background;
+
+// Declare doors
+static Door doorRight;
+static Door doorCenter;
+static Door doorLeft;
+
+// Decalre monsters
+static Monster lamp;
+static Monster picture;
+
+static bool monsterHover = false;
+static int monsterCheck = -1;      // Identify checking monster
+
+static const char message[256] = "WHO IS THERE???\nANYBODY IN THE ROOM???";
+static int msgPosX = 100;
+
+static int msgState = 0;   // 0-writting, 1-wait, 2-choose
+static int lettersCounter = 0;
+static char msgBuffer[256] = { '\0' };
+static int msgCounter = 0;
+
+static bool searching = false;
+
+static int scroll = 0;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitAisle01Screen(void)
+{
+    ResetPlayer();
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    background = LoadTexture("resources/textures/background_aisle01.png");
+    
+    scroll = player.position.x - 200;
+    
+    // Initialize doors
+    doorLeft.position = (Vector2) { -30, 135 };
+    doorLeft.facing = 0;
+    doorLeft.locked = true;
+    doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
+    doorLeft.selected = false;
+    
+    doorCenter.position = (Vector2) { 1115, 104 };
+    doorCenter.facing = 1;
+    doorCenter.locked = true;
+    doorCenter.frameRec =(Rectangle) {((doors.width/3)*doorCenter.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorCenter.bound = (Rectangle) { doorCenter.position.x, doorCenter.position.y, doors.width/3, doors.height/2};
+    doorCenter.selected = false;
+    
+    doorRight.position = (Vector2) { 1710, 140 };
+    doorRight.facing = 2;
+    doorRight.locked = true;
+    doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
+
+    // Monster init: lamp
+    lamp.position = (Vector2){ 187, 256 };
+    lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png");
+    lamp.currentFrame = 0;
+    lamp.framesCounter = 0;
+    lamp.numFrames = 4;
+    lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y, 90, 380 };
+    lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
+    lamp.selected = false;
+    lamp.active = false;
+    lamp.spooky = true;
+    
+    // Monster init: arc
+    picture.position = (Vector2){ 637, 178 };
+    picture.texture = LoadTexture("resources/textures/monster_picture.png");
+    picture.currentFrame = 0;
+    picture.framesCounter = 0;
+    picture.numFrames = 4;
+    picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 256 };
+    picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height };
+    picture.selected = false;
+    picture.active = false;
+    picture.spooky = false;
+}
+
+// Gameplay Screen Update logic
+void UpdateAisle01Screen(void)
+{
+    // Update doors bounds
+    doorLeft.bound.x = doorLeft.position.x - scroll;
+    doorCenter.bound.x = doorCenter.position.x - scroll;
+    doorRight.bound.x = doorRight.position.x - scroll;
+
+    if (player.key)
+    {       
+        // Door: left
+        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
+        else doorLeft.selected = false;
+        
+        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorLeft.locked)
+                {
+                    doorLeft.frameRec.y = 0;
+                    doorLeft.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 1;
+            }
+        }
+        
+        // Door: center
+        if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; 
+        else doorCenter.selected = false;
+        
+        if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorCenter.locked)
+                {
+                    doorCenter.frameRec.y = 0;
+                    doorCenter.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 2;
+            }
+        }
+        
+        // Door: right
+        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
+        else doorRight.selected = false;
+        
+        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorRight.locked)
+                {
+                    doorRight.frameRec.y = 0;
+                    doorRight.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 3;
+            }
+        }
+    }
+    
+    if (msgState > 2)
+    {
+        UpdatePlayer();
+	
+		// Monsters logic
+        UpdateMonster(&lamp);
+        UpdateMonster(&picture);
+    }
+    
+    // Update monster bounds
+    lamp.bounds.x = lamp.position.x + 20 - scroll;
+    picture.bounds.x = picture.position.x + 44 - scroll;
+	
+    // Check player hover monsters to interact
+    if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
+        ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)) monsterHover = true;
+    else monsterHover = false;
+    
+    // Monters logic: lamp
+    if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
+    {
+        lamp.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 1;
+        }
+    }
+    else lamp.selected = false;
+    
+    // Monters logic: picture
+    if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
+    {
+        picture.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 2;
+        }
+    }
+    else picture.selected = false;
+    
+    if (searching)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180)
+        {
+            if (monsterCheck == 1)
+            {
+                if (lamp.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                lamp.active = true;
+                lamp.selected = false;
+            }
+            else if (monsterCheck == 2)
+            {
+                if (picture.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                picture.active = true;
+                picture.selected = false;
+            }
+  
+            searching = false;
+            framesCounter = 0;
+        }
+    }
+    
+    // Text animation
+    framesCounter++;
+    
+    if ((framesCounter%2) == 0) lettersCounter++;
+
+    if (msgState == 0)
+    {
+        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
+        else
+        {
+            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
+
+            lettersCounter = 0;
+            msgState = 1;
+        }
+        
+        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
+    }
+    else if (msgState == 1)
+    {
+        msgCounter++;
+        
+        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+        {
+            msgState = 2;
+            msgCounter = 0;
+        }
+    }
+    else if (msgState == 2)
+    {
+        msgCounter++;
+        
+        if (msgCounter > 180) msgState = 3;
+    }
+    else msgCounter++;
+    
+    if (player.position.x > 200)
+    {
+        scroll = player.position.x - 200;
+        
+        if (scroll > 620) scroll = 620;
+    }
+}
+
+// Gameplay Screen Draw logic
+void DrawAisle01Screen(void)
+{
+    DrawTexture(background, -scroll, 0, WHITE);
+    
+    // Draw monsters
+	DrawMonster(lamp, scroll);
+    DrawMonster(picture, scroll);
+    
+    // Draw door
+    Vector2 doorScrollPos = { doorCenter.position.x - scroll, doorCenter.position.y };
+    if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, GREEN);
+    else DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, WHITE);
+    
+    doorScrollPos = (Vector2){ doorLeft.position.x - scroll, doorLeft.position.y };
+    if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN);
+    else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE);
+    
+    doorScrollPos = (Vector2){ doorRight.position.x - scroll, doorRight.position.y };
+    if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, GREEN);
+    else DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, WHITE);
+    
+    // Draw messsages
+    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
+    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
+
+    if (msgState == 0) 
+    {
+        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+    }
+    else if (msgState == 1)
+    {
+        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+        
+        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
+    }
+    else if (msgState == 2)
+    {
+        if ((msgCounter/30)%2)
+        {
+            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
+            
+            DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(picture.bounds, Fade(RED, 0.6f));
+        }
+    }
+    else
+    {
+        if ((monsterHover) && ((msgCounter/30)%2))
+        {
+            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
+            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
+        }
+    }
+
+    DrawPlayer();       // NOTE: Also draws mouse pointer!
+}
+
+// Gameplay Screen Unload logic
+void UnloadAisle01Screen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+    UnloadTexture(background);
+	
+    UnloadMonster(lamp);
+    UnloadMonster(picture);
+}
+
+// Gameplay Screen should finish?
+int FinishAisle01Screen(void)
+{
+    return finishScreen;
+}

+ 444 - 0
games/skully_escape/screens/screen_aisle02.c

@@ -0,0 +1,444 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+#include "../player.h"
+#include "../monster.h"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D background;
+
+// Declare doors
+static Door doorLeft;
+
+// Decalre monsters
+static Monster lamp;
+static Monster chair;
+static Monster picture;
+static Monster arc;
+
+static bool monsterHover = false;
+static int monsterCheck = -1;      // Identify checking monster
+
+static const char message[256] = "HAS LEGS BUT CAN NOT WALK...\nSEARCH FOR IT TO OPEN THE DOOR!";
+static int msgPosX = 100;
+
+static int msgState = 0;   // 0-writting, 1-wait, 2-choose
+static int lettersCounter = 0;
+static char msgBuffer[256] = { '\0' };
+static int msgCounter = 0;
+
+static bool searching = false;
+
+static int scroll = 0;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitAisle02Screen(void)
+{
+    ResetPlayer();
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    background = LoadTexture("resources/textures/background_aisle02.png");
+    
+    scroll = player.position.x - 200;
+    
+    // Initialize doors
+    doorLeft.position = (Vector2) { -10, 136 };
+    doorLeft.facing = 0;
+    doorLeft.locked = true;
+    doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
+    doorLeft.selected = false;
+
+    // Monster init: lamp
+    lamp.position = (Vector2){ 1520, 300 };
+    lamp.texture = LoadTexture("resources/textures/monster_lamp_right.png");
+    lamp.currentFrame = 0;
+    lamp.framesCounter = 0;
+    lamp.numFrames = 4;
+    lamp.bounds = (Rectangle){ lamp.position.x + 200, lamp.position.y, 90, 380 };
+    lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
+    lamp.selected = false;
+    lamp.active = false;
+    lamp.spooky = true;
+    
+    // Monster init: chair
+    chair.position = (Vector2){ 1400, 404 };
+    chair.texture = LoadTexture("resources/textures/monster_chair_right.png");
+    chair.currentFrame = 0;
+    chair.framesCounter = 0;
+    chair.numFrames = 4;
+    chair.bounds = (Rectangle){ chair.position.x + 50, chair.position.y + 30, 120, 190 };
+    chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height };
+    chair.selected = false;
+    chair.active = false;
+    chair.spooky = false;
+    
+    // Monster init: picture
+    picture.position = (Vector2){ 837, 162 };
+    picture.texture = LoadTexture("resources/textures/monster_picture.png");
+    picture.currentFrame = 0;
+    picture.framesCounter = 0;
+    picture.numFrames = 4;
+    picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 };
+    picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height };
+    picture.selected = false;
+    picture.active = false;
+    picture.spooky = true;
+    
+    // Monster init: arc
+    arc.position = (Vector2){ 388, 423 };
+    arc.texture = LoadTexture("resources/textures/monster_arc.png");
+    arc.currentFrame = 0;
+    arc.framesCounter = 0;
+    arc.numFrames = 4;
+    arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 };
+    arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height };
+    arc.selected = false;
+    arc.active = false;
+    arc.spooky = true;
+}
+
+// Gameplay Screen Update logic
+void UpdateAisle02Screen(void)
+{
+    // Update doors bounds
+    doorLeft.bound.x = doorLeft.position.x - scroll;
+
+    if (player.key)
+    {
+        // Door: left
+        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
+        else doorLeft.selected = false;
+        
+        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorLeft.locked)
+                {
+                    doorLeft.frameRec.y = 0;
+                    doorLeft.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 1;
+            }
+        }
+    }
+        
+    if (msgState > 2)
+    {
+        UpdatePlayer();
+	
+		// Monsters logic
+        UpdateMonster(&lamp);
+        UpdateMonster(&chair);
+        UpdateMonster(&picture);
+        UpdateMonster(&arc);
+    }
+    
+    // Update monster bounds
+    lamp.bounds.x = lamp.position.x + 200 - scroll;
+    chair.bounds.x = chair.position.x + 50 - scroll;
+    picture.bounds.x = picture.position.x + 44 - scroll;
+    arc.bounds.x = arc.position.x + 44 - scroll;
+	
+    // Check player hover monsters to interact
+    if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
+        ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) ||
+        ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) ||
+        ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true;
+    else monsterHover = false;
+    
+    
+    // Monters logic: lamp
+    if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
+    {
+        lamp.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 1;
+        }
+    }
+    else lamp.selected = false;
+    
+    // Monters logic: chair
+    if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active)
+    {
+        chair.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 2;
+        }
+    }
+    else chair.selected = false;
+    
+    // Monters logic: picture
+    if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
+    {
+        picture.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 3;
+        }
+    }
+    else picture.selected = false;
+    
+    // Monters logic: arc
+    if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)
+    {
+        arc.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 4;
+        }
+    }
+    else arc.selected = false;
+    
+    if (searching)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180)
+        {
+            if (monsterCheck == 1)
+            {
+                if (lamp.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                lamp.active = true;
+                lamp.selected = false;
+            }
+            else if (monsterCheck == 2)
+            {
+                if (chair.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                chair.active = true;
+                chair.selected = false;
+            }
+            else if (monsterCheck == 3)
+            {
+                if (picture.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                picture.active = true;
+                picture.selected = false;
+            }
+            else if (monsterCheck == 4)
+            {
+                if (arc.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                arc.active = true;
+                arc.selected = false;
+            }
+  
+            searching = false;
+            framesCounter = 0;
+        }
+    }
+    
+    // Text animation
+    framesCounter++;
+    
+    if ((framesCounter%2) == 0) lettersCounter++;
+
+    if (msgState == 0)
+    {
+        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
+        else
+        {
+            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
+
+            lettersCounter = 0;
+            msgState = 1;
+        }
+        
+        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
+    }
+    else if (msgState == 1)
+    {
+        msgCounter++;
+        
+        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+        {
+            msgState = 2;
+            msgCounter = 0;
+        }
+    }
+    else if (msgState == 2)
+    {
+        msgCounter++;
+        
+        if (msgCounter > 180) msgState = 3;
+    }
+    else msgCounter++;
+        
+    if (player.position.x > 200)
+    {
+        scroll = player.position.x - 200;
+        
+        if (scroll > 620) scroll = 620;
+    }
+}
+
+// Gameplay Screen Draw logic
+void DrawAisle02Screen(void)
+{
+    DrawTexture(background, -scroll, 0, WHITE);
+    
+    // Draw monsters
+	DrawMonster(lamp, scroll);
+    DrawMonster(arc, scroll);
+    DrawMonster(picture, scroll);
+    DrawMonster(chair, scroll);
+    
+    // Draw door
+    Vector2 doorScrollPos = { doorLeft.position.x - scroll, doorLeft.position.y };
+    
+    if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN);
+    else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE);
+    
+    // Draw messsages
+    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
+    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
+
+    if (msgState == 0) 
+    {
+        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+    }
+    else if (msgState == 1)
+    {
+        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+        
+        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
+    }
+    else if (msgState == 2)
+    {
+        if ((msgCounter/30)%2)
+        {
+            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
+            
+            DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(arc.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(chair.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(picture.bounds, Fade(RED, 0.6f));
+        }
+    }
+    else
+    {
+        if ((monsterHover) && ((msgCounter/30)%2))
+        {
+            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
+            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
+        }
+    }
+
+    DrawPlayer();       // NOTE: Also draws mouse pointer!
+}
+
+// Gameplay Screen Unload logic
+void UnloadAisle02Screen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+    UnloadTexture(background);
+	
+    UnloadMonster(lamp);
+    UnloadMonster(chair);
+    UnloadMonster(picture);
+    UnloadMonster(arc);
+}
+
+// Gameplay Screen should finish?
+int FinishAisle02Screen(void)
+{
+    return finishScreen;
+}

+ 404 - 0
games/skully_escape/screens/screen_armory.c

@@ -0,0 +1,404 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+#include "../player.h"
+#include "../monster.h"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D background;
+
+// Declare doors
+static Door doorLeft;
+static Door doorRight;
+
+// Decalre monsters
+static Monster blazon01;
+static Monster blazon02;
+static Monster blazon03;
+
+static bool monsterHover = false;
+static int monsterCheck = -1;      // Identify checking monster
+
+static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!";
+static int msgPosX = 100;
+
+static int msgState = 0;   // 0-writting, 1-wait, 2-choose
+static int lettersCounter = 0;
+static char msgBuffer[256] = { '\0' };
+static int msgCounter = 0;
+
+static bool searching = false;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitArmoryScreen(void)
+{
+    ResetPlayer();
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    background = LoadTexture("resources/textures/background_armory.png");
+    
+    // Initialize doors
+    doorLeft.position = (Vector2) { -50, 145 };
+    doorLeft.facing = 0;
+    doorLeft.locked = true;
+    doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
+    doorLeft.selected = false;
+    
+    doorRight.position = (Vector2) { 1074, 140 };
+    doorRight.facing = 2;
+    doorRight.locked = true;
+    doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
+    doorRight.selected = false;
+
+    // Monster init: blazon01
+    blazon01.position = (Vector2){ 300, 260 };
+    blazon01.texture = LoadTexture("resources/textures/monster_blazon01.png");
+    blazon01.currentFrame = 0;
+    blazon01.framesCounter = 0;
+    blazon01.numFrames = 4;
+    blazon01.bounds = (Rectangle){ blazon01.position.x, blazon01.position.y + 20, 160, 230 };
+    blazon01.frameRec = (Rectangle) { 0, 0, blazon01.texture.width/blazon01.numFrames, blazon01.texture.height };
+    blazon01.selected = false;
+    blazon01.active = false;
+    blazon01.spooky = true;
+    
+    // Monster init: blazon02
+    blazon02.position = (Vector2){ 550, 260 };
+    blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png");
+    blazon02.currentFrame = 0;
+    blazon02.framesCounter = 0;
+    blazon02.numFrames = 4;
+    blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 };
+    blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height };
+    blazon02.selected = false;
+    blazon02.active = false;
+    blazon02.spooky = true;
+    
+    // Monster init: blazon03
+    blazon03.position = (Vector2){ 800, 260 };
+    blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png");
+    blazon03.currentFrame = 0;
+    blazon03.framesCounter = 0;
+    blazon03.numFrames = 4;
+    blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 };
+    blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height };
+    blazon03.selected = false;
+    blazon03.active = false;
+    blazon03.spooky = false;
+}
+
+// Gameplay Screen Update logic
+void UpdateArmoryScreen(void)
+{
+    if (player.key)
+    {
+        // Door: left
+        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
+        else doorLeft.selected = false;
+        
+        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorLeft.locked)
+                {
+                    doorLeft.frameRec.y = 0;
+                    doorLeft.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 1;
+            }
+        }
+        
+        // Door: right
+        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
+        else doorRight.selected = false;
+        
+        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorRight.locked)
+                {
+                    doorRight.frameRec.y = 0;
+                    doorRight.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 2;
+            }
+        }
+    }
+        
+    if (msgState > 2)
+    {
+        UpdatePlayer();
+	
+		// Monsters logic
+        UpdateMonster(&blazon01);
+        UpdateMonster(&blazon02);
+        UpdateMonster(&blazon03);
+    }
+	
+    // Check player hover monsters to interact
+    if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) ||
+        ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) ||
+        ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true;
+    else monsterHover = false;
+    
+    // Monters logic: blazon01
+    if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active)
+    {
+        blazon01.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 1;
+        }
+    }
+    else blazon01.selected = false;
+    
+    // Monters logic: blazon02
+    if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active)
+    {
+        blazon02.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 2;
+        }
+    }
+    else blazon02.selected = false;
+    
+    // Monters logic: blazon03
+    if ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)
+    {
+        blazon03.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon03.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 3;
+        }
+    }
+    else blazon03.selected = false;
+    
+    if (searching)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180)
+        {
+            if (monsterCheck == 1)
+            {
+                if (blazon01.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                blazon01.active = true;
+                blazon01.selected = false;
+            }
+            else if (monsterCheck == 2)
+            {
+                if (blazon02.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                blazon02.active = true;
+                blazon02.selected = false;
+            }
+            else if (monsterCheck == 3)
+            {
+                if (blazon03.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                blazon03.active = true;
+                blazon03.selected = false;
+            }
+  
+            searching = false;
+            framesCounter = 0;
+        }
+    }
+    
+    // Text animation
+    framesCounter++;
+    
+    if ((framesCounter%2) == 0) lettersCounter++;
+
+    if (msgState == 0)
+    {
+        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
+        else
+        {
+            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
+
+            lettersCounter = 0;
+            msgState = 1;
+        }
+        
+        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
+    }
+    else if (msgState == 1)
+    {
+        msgCounter++;
+        
+        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+        {
+            msgState = 2;
+            msgCounter = 0;
+        }
+    }
+    else if (msgState == 2)
+    {
+        msgCounter++;
+        
+        if (msgCounter > 180) msgState = 3;
+    }
+    else msgCounter++;
+}
+
+// Gameplay Screen Draw logic
+void DrawArmoryScreen(void)
+{
+    DrawTexture(background, 0, 0, WHITE);
+    
+    // Draw monsters
+	DrawMonster(blazon01, 0);
+    DrawMonster(blazon02, 0);
+    DrawMonster(blazon03, 0);
+    
+    // Draw door
+    if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN);
+    else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE);
+    
+    if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
+    else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE);
+    
+    // Draw messsages
+    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
+    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
+
+    if (msgState == 0)
+    {
+        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+    }
+    else if (msgState == 1)
+    {
+        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+        
+        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
+    }
+    else if (msgState == 2)
+    {
+        if ((msgCounter/30)%2)
+        {
+            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
+            
+            DrawRectangleRec(blazon01.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(blazon02.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(blazon03.bounds, Fade(RED, 0.6f));
+        }
+    }
+    else
+    {
+        if ((monsterHover) && ((msgCounter/30)%2))
+        {
+            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
+            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
+        }
+    }
+
+    DrawPlayer();       // NOTE: Also draws mouse pointer!
+}
+
+// Gameplay Screen Unload logic
+void UnloadArmoryScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+    UnloadTexture(background);
+	
+    UnloadMonster(blazon01);
+    UnloadMonster(blazon02);
+    UnloadMonster(blazon03);
+}
+
+// Gameplay Screen should finish?
+int FinishArmoryScreen(void)
+{
+    return finishScreen;
+}

+ 332 - 0
games/skully_escape/screens/screen_attic.c

@@ -0,0 +1,332 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+#include "../player.h"
+#include "../monster.h"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D background;
+
+// Declare doors
+static Door doorRight;
+
+// Decalre monsters
+static Monster lamp;
+static Monster arc;
+
+static bool monsterHover;
+static int monsterCheck;      // Identify checking monster
+
+static const char message[256] = "YOUR PARENTS ARE GONE! TIME TO ESCAPE!\nTHE DOOR IS LOCKED... TURN ON THE LIGHTS! ;)";
+static int msgPosX = 100;
+
+static int msgState = 0;   // 0-writting, 1-wait, 2-choose
+static int lettersCounter = 0;
+static char msgBuffer[256] = { '\0' };
+static int msgCounter = 0;
+
+static bool searching = false;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitAtticScreen(void)
+{
+    ResetPlayer();
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    background = LoadTexture("resources/textures/background_attic.png");
+    
+    // Initialize doors
+    doorRight.position = (Vector2) { 1074, 140 };
+    doorRight.facing = 2;
+    doorRight.locked = true;
+    doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
+    doorRight.selected = false;
+
+    // Monster init: lamp
+    lamp.position = (Vector2){ 50, 316 };
+    lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png");
+    lamp.currentFrame = 0;
+    lamp.framesCounter = 0;
+    lamp.numFrames = 4;
+    lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y, 90, 380 };
+    lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
+    lamp.selected = false;
+    lamp.active = false;
+    lamp.spooky = false;
+    
+    // Monster init: arc
+    arc.position = (Vector2){ 760, 430 };
+    arc.texture = LoadTexture("resources/textures/monster_arc.png");
+    arc.currentFrame = 0;
+    arc.framesCounter = 0;
+    arc.numFrames = 4;
+    arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 };
+    arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height };
+    arc.selected = false;
+    arc.active = false;
+    arc.spooky = true;
+}
+
+// Gameplay Screen Update logic
+void UpdateAtticScreen(void)
+{
+    if (player.key)
+    {
+        // Door: right
+        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
+        else doorRight.selected = false;
+        
+        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorRight.locked)
+                {
+                    doorRight.frameRec.y = 0;
+                    doorRight.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 1;
+            }
+        }
+    }
+        
+    if (msgState > 2)
+    {
+        UpdatePlayer();
+	
+		// Monsters logic
+        UpdateMonster(&lamp);
+        UpdateMonster(&arc);
+    }
+	
+    // Check player hover monsters to interact
+    if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
+        ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true;
+    else monsterHover = false;
+    
+    // Monters logic: lamp
+    if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
+    {
+        lamp.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 1;
+        }
+    }
+    else lamp.selected = false;
+    
+    // Monters logic: arc
+    if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)
+    {
+        arc.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 2;
+        }
+    }
+    else arc.selected = false;
+    
+    if (searching)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180)
+        {
+            if (monsterCheck == 1)
+            {
+                if (lamp.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                lamp.active = true;
+                lamp.selected = false;
+            }
+            else if (monsterCheck == 2)
+            {
+                if (arc.spooky) 
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                arc.active = true;
+                arc.selected = false;
+            }
+  
+            searching = false;
+            framesCounter = 0;
+        }
+    }
+    
+    // Text animation
+    framesCounter++;
+    
+    if ((framesCounter%2) == 0) lettersCounter++;
+
+    if (msgState == 0)
+    {
+        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
+        else
+        {
+            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
+
+            lettersCounter = 0;
+            msgState = 1;
+        }
+        
+        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
+    }
+    else if (msgState == 1)
+    {
+        msgCounter++;
+        
+        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+        {
+            msgState = 2;
+            msgCounter = 0;
+        }
+    }
+    else if (msgState == 2)
+    {
+        msgCounter++;
+        
+        if (msgCounter > 180) msgState = 3;
+    }
+    else msgCounter++;
+    
+    if (IsKeyPressed('M'))
+    {
+        finishScreen = 1;
+    }
+}
+
+// Gameplay Screen Draw logic
+void DrawAtticScreen(void)
+{
+    DrawTexture(background, 0, 0, WHITE);
+    
+    // Draw monsters
+	DrawMonster(lamp, 0);
+    DrawMonster(arc, 0);
+    
+    // Draw door
+    if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
+    else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE);
+    
+    // Draw messsages
+    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
+    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
+
+    if (msgState == 0) 
+    {
+        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+    }
+    else if (msgState == 1)
+    {
+        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+        
+        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
+    }
+    else if (msgState == 2)
+    {
+        if ((msgCounter/30)%2)
+        {
+            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
+            
+            DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(arc.bounds, Fade(RED, 0.6f));
+        }
+    }
+    else
+    {
+        if ((monsterHover) && ((msgCounter/30)%2))
+        {
+            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
+            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
+        }
+    }
+
+    DrawPlayer();       // NOTE: Also draws mouse pointer!
+}
+
+// Gameplay Screen Unload logic
+void UnloadAtticScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+    UnloadTexture(background);
+	
+    UnloadMonster(lamp);
+    UnloadMonster(arc);
+}
+
+// Gameplay Screen should finish?
+int FinishAtticScreen(void)
+{
+    return finishScreen;
+}

+ 383 - 0
games/skully_escape/screens/screen_bathroom.c

@@ -0,0 +1,383 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+#include "../player.h"
+#include "../monster.h"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D background;
+
+// Declare doors
+static Door doorRight;
+
+// Decalre monst
+static Monster lamp;
+static Monster chair;
+static Monster mirror;
+
+static bool monsterHover = false;
+static int monsterCheck = -1;      // Identify checking monster
+
+static const char message[256] = "TRICK OR TREAT! WHO IS THE MOST BEAUTIFUL\nSKELETON IN THE WORLD?";
+static int msgPosX = 100;
+
+static int msgState = 0;   // 0-writting, 1-wait, 2-choose
+static int lettersCounter = 0;
+static char msgBuffer[256] = { '\0' };
+static int msgCounter = 0;
+
+static bool searching = false;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitBathroomScreen(void)
+{
+    ResetPlayer();
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    background = LoadTexture("resources/textures/background_bathroom.png");
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    // Initialize doors
+    doorRight.position = (Vector2) { 1070, 135 };
+    doorRight.facing = 2;
+    doorRight.locked = true;
+    doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
+    doorRight.selected = false;
+
+    // Monster init: lamp
+    lamp.position = (Vector2){ 35, 334 };
+    lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png");
+    lamp.currentFrame = 0;
+    lamp.framesCounter = 0;
+    lamp.numFrames = 4;
+    lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y + 0, 90, 380};
+    lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
+    lamp.selected = false;
+    lamp.active = false;
+    lamp.spooky = true;
+    
+    // Monster init: mirror
+    mirror.position = (Vector2){ 300, 200 };
+    mirror.texture = LoadTexture("resources/textures/monster_mirror.png");
+    mirror.currentFrame = 0;
+    mirror.framesCounter = 0;
+    mirror.numFrames = 4;
+    mirror.bounds = (Rectangle){ mirror.position.x + 40, mirror.position.y + 20, 190, 200 };
+    mirror.frameRec = (Rectangle) { 0, 0, mirror.texture.width/mirror.numFrames, mirror.texture.height };
+    mirror.selected = false;
+    mirror.active = false;
+    mirror.spooky = false;
+    
+    // Monster init: chair
+    chair.position = (Vector2){ 760, 430 };
+    chair.texture = LoadTexture("resources/textures/monster_chair_right.png");
+    chair.currentFrame = 0;
+    chair.framesCounter = 0;
+    chair.numFrames = 4;
+    chair.bounds = (Rectangle){ chair.position.x + 30, chair.position.y + 30, 120, 190 };
+    chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height };
+    chair.selected = false;
+    chair.active = false;
+    chair.spooky = true;
+}
+
+// Gameplay Screen Update logic
+void UpdateBathroomScreen(void)
+{
+    if (player.key)
+    {
+        // Door: right
+        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
+        else doorRight.selected = false;
+        
+        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorRight.locked)
+                {
+                    doorRight.frameRec.y = 0;
+                    doorRight.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 1;
+            }
+        }
+    }
+        
+    if (msgState > 2)
+    {
+        UpdatePlayer();
+	
+		// Monsters logic
+        UpdateMonster(&lamp);
+        UpdateMonster(&mirror);
+        UpdateMonster(&chair);
+    }
+	
+    // Check player hover monsters to interact
+    if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
+        ((CheckCollisionRecs(player.bounds, mirror.bounds)) && !mirror.active) ||
+        ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active)) monsterHover = true;
+    else monsterHover = false;
+    
+    
+    // Monters logic: lamp
+    if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
+    {
+        lamp.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 1;
+        }
+    }
+    else lamp.selected = false;
+    
+    // Monters logic: mirror
+    if ((CheckCollisionRecs(player.bounds, mirror.bounds)) && !mirror.active)
+    {
+        mirror.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), mirror.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 2;
+        }
+    }
+    else mirror.selected = false;
+        
+    // Monters logic: chair
+    if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active)
+    {
+        chair.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 3;
+        }
+    }
+    else chair.selected = false;
+    
+    if (searching)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180)
+        {
+            if (monsterCheck == 1)
+            {
+                if (lamp.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                lamp.active = true;
+                lamp.selected = false;
+            }
+            else if (monsterCheck == 2)
+            {
+                if (mirror.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                mirror.active = true;
+                mirror.selected = false;
+            }
+            else if (monsterCheck == 3)
+            {
+                if (chair.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                chair.active = true;
+                chair.selected = false;
+            }
+  
+            searching = false;
+            framesCounter = 0;
+        }
+    }
+    
+    // Text animation
+    framesCounter++;
+    
+    if ((framesCounter%2) == 0) lettersCounter++;
+
+    if (msgState == 0)
+    {
+        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
+        else
+        {
+            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
+
+            lettersCounter = 0;
+            msgState = 1;
+        }
+        
+        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
+    }
+    else if (msgState == 1)
+    {
+        msgCounter++;
+        
+        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+        {
+            msgState = 2;
+            msgCounter = 0;
+        }
+    }
+    else if (msgState == 2)
+    {
+        msgCounter++;
+        
+        if (msgCounter > 180) msgState = 3;
+    }
+    else msgCounter++;
+}
+
+// Gameplay Screen Draw logic
+void DrawBathroomScreen(void)
+{
+    DrawTexture(background, 0, 0, WHITE);
+    
+    // Draw monsters
+	DrawMonster(lamp, 0);
+    DrawMonster(mirror, 0);
+    DrawMonster(chair, 0);
+    
+    // Draw door
+    if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
+    else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE);
+    
+    // Draw messsages
+    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
+    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
+
+    if (msgState == 0) 
+    {
+        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+    }
+    else if (msgState == 1)
+    {
+        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+        
+        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
+    }
+    else if (msgState == 2)
+    {
+        if ((msgCounter/30)%2)
+        {
+            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
+            
+            DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(mirror.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(chair.bounds, Fade(RED, 0.6f));
+        }
+    }
+    else
+    {
+        if ((monsterHover) && ((msgCounter/30)%2))
+        {
+            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
+            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
+        }
+    }
+
+    DrawPlayer();       // NOTE: Also draws mouse pointer!
+}
+
+// Gameplay Screen Unload logic
+void UnloadBathroomScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+    UnloadTexture(background);
+	
+    UnloadMonster(lamp);
+    UnloadMonster(chair);
+    UnloadMonster(mirror);
+}
+
+// Gameplay Screen should finish?
+int FinishBathroomScreen(void)
+{
+    return finishScreen;
+}

+ 90 - 0
games/skully_escape/screens/screen_ending.c

@@ -0,0 +1,90 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Ending Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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)
+//----------------------------------------------------------------------------------
+
+// Ending screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static float alpha = 0.0f;
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Ending Screen Initialization logic
+void InitEndingScreen(void)
+{
+    // TODO: Initialize ENDING screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    alpha = 0.0f;
+}
+
+// Ending Screen Update logic
+void UpdateEndingScreen(void)
+{
+    // TODO: Update ENDING screen variables here!
+    framesCounter++;
+    
+    alpha += 0.005f;
+    
+    if (alpha >= 1.0f) alpha = 1.0f;
+
+    // Press enter to change to ATTIC screen
+    if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+    {
+        finishScreen = 1;
+    }
+}
+
+// Ending Screen Draw logic
+void DrawEndingScreen(void)
+{
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKGRAY);
+
+    DrawTextEx(font, "CONGRATULATIONS!", (Vector2){ 50, 160 }, font.size*3, 2, Fade(WHITE, alpha));
+    DrawTextEx(font, "SKULLY ESCAPED!", (Vector2){ 100, 300 }, font.size*3, 2, Fade(WHITE, alpha));
+    
+    if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawText("PRESS ENTER or CLICK", 380, 545, 40, BLACK);
+}
+
+// Ending Screen Unload logic
+void UnloadEndingScreen(void)
+{
+    // TODO: Unload ENDING screen variables here!
+}
+
+// Ending Screen should finish?
+int FinishEndingScreen(void)
+{
+    return finishScreen;
+}

+ 403 - 0
games/skully_escape/screens/screen_kitchen.c

@@ -0,0 +1,403 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+#include "../player.h"
+#include "../monster.h"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D background;
+
+// Declare doors
+static Door doorLeft;
+static Door doorRight;
+
+// Decalre monsters
+static Monster closet;
+static Monster chair;
+static Monster window;
+
+static bool monsterHover = false;
+static int monsterCheck = -1;      // Identify checking monster
+
+static const char message[256] = "QUITE BORING AROUND...\nANY BETTER ENTERTAINING?";
+static int msgPosX = 100;
+
+static int msgState = 0;   // 0-writting, 1-wait, 2-choose
+static int lettersCounter = 0;
+static char msgBuffer[256] = { '\0' };
+static int msgCounter = 0;
+
+static bool searching = false;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitKitchenScreen(void)
+{
+    ResetPlayer();
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    background = LoadTexture("resources/textures/background_kitchen.png");
+    
+    // Initialize doors
+    doorLeft.position = (Vector2) { -45, 136 };
+    doorLeft.facing = 0;
+    doorLeft.locked = true;
+    doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
+    doorLeft.selected = false;
+    
+    doorRight.position = (Vector2) { 1090, 148 };
+    doorRight.facing = 2;
+    doorRight.locked = true;
+    doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
+    doorRight.selected = false;
+
+    // Monster init: lamp
+    closet.position = (Vector2){ 280, 260 };
+    closet.texture = LoadTexture("resources/textures/monster_closet.png");
+    closet.currentFrame = 0;
+    closet.framesCounter = 0;
+    closet.numFrames = 4;
+    closet.bounds = (Rectangle){ closet.position.x + 100, closet.position.y+25, 272,348 };
+    closet.frameRec = (Rectangle) { 0, 0, closet.texture.width/closet.numFrames, closet.texture.height };
+    closet.selected = false;
+    closet.active = false;
+    closet.spooky = true;
+    
+    // Monster init: chair
+    chair.position = (Vector2){ 230, 410 };
+    chair.texture = LoadTexture("resources/textures/monster_chair_left.png");
+    chair.currentFrame = 0;
+    chair.framesCounter = 0;
+    chair.numFrames = 4;
+    chair.bounds = (Rectangle){ chair.position.x + 30, chair.position.y + 60, 100, 160 };
+    chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height };
+    chair.selected = false;
+    chair.active = false;
+    chair.spooky = true;
+    
+    // Monster init: window
+    window.position = (Vector2){ 715, 88 };
+    window.texture = LoadTexture("resources/textures/monster_window.png");
+    window.currentFrame = 0;
+    window.framesCounter = 0;
+    window.numFrames = 4;
+    window.bounds = (Rectangle){ window.position.x + 100, window.position.y + 10, 200, 370 };
+    window.frameRec = (Rectangle) { 0, 0, window.texture.width/window.numFrames, window.texture.height };
+    window.selected = false;
+    window.active = false;
+    window.spooky = false;
+}
+
+// Gameplay Screen Update logic
+void UpdateKitchenScreen(void)
+{
+    if (player.key)
+    {
+        // Door: left
+        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
+        else doorLeft.selected = false;
+        
+        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorLeft.locked)
+                {
+                    doorLeft.frameRec.y = 0;
+                    doorLeft.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 1;
+            }
+        }
+        
+        // Door: right
+        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
+        else doorRight.selected = false;
+        
+        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorRight.locked)
+                {
+                    doorRight.frameRec.y = 0;
+                    doorRight.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 2;
+            }
+        }
+    }
+        
+    if (msgState > 2)
+    {
+        UpdatePlayer();
+	
+		// Monsters logic
+        UpdateMonster(&closet);
+        UpdateMonster(&chair);
+        UpdateMonster(&window);
+    }
+	
+    // Check player hover monsters to interact
+    if (((CheckCollisionRecs(player.bounds, closet.bounds)) && !closet.active) ||
+        ((CheckCollisionRecs(player.bounds, window.bounds)) && !window.active)) monsterHover = true;
+    else monsterHover = false;
+    
+    // Monters logic: closet
+    if ((CheckCollisionRecs(player.bounds, closet.bounds)) && !closet.active)
+    {
+        closet.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), closet.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 1;
+        }
+    }
+    else closet.selected = false;
+    
+    // Monters logic: chair
+    if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active)
+    {
+        chair.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 2;
+        }
+    }
+    else chair.selected = false;
+    
+    // Monters logic: window
+    if ((CheckCollisionRecs(player.bounds, window.bounds)) && !window.active)
+    {
+        window.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), window.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 3;
+        }
+    }
+    else window.selected = false;
+    
+    if (searching)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180)
+        {
+            if (monsterCheck == 1)
+            {
+                if (closet.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                closet.active = true;
+                closet.selected = false;
+            }
+            else if (monsterCheck == 2)
+            {
+                if (chair.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                chair.active = true;
+                chair.selected = false;
+            }
+            else if (monsterCheck == 3)
+            {
+                if (window.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                window.active = true;
+                window.selected = false;
+            }
+            
+            searching = false;
+            framesCounter = 0;
+        }
+    }
+    
+    // Text animation
+    framesCounter++;
+    
+    if ((framesCounter%2) == 0) lettersCounter++;
+
+    if (msgState == 0)
+    {
+        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
+        else
+        {
+            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
+
+            lettersCounter = 0;
+            msgState = 1;
+        }
+        
+        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
+    }
+    else if (msgState == 1)
+    {
+        msgCounter++;
+        
+        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+        {
+            msgState = 2;
+            msgCounter = 0;
+        }
+    }
+    else if (msgState == 2)
+    {
+        msgCounter++;
+        
+        if (msgCounter > 180) msgState = 3;
+    }
+    else msgCounter++;
+}
+
+// Gameplay Screen Draw logic
+void DrawKitchenScreen(void)
+{
+    DrawTexture(background, 0, 0, WHITE);
+    
+    // Draw monsters
+    DrawMonster(closet, 0);
+	DrawMonster(chair, 0);
+    DrawMonster(window, 0);
+
+    // Draw door
+    if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
+    else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE);
+    
+    if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN);
+    else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE);
+    
+    // Draw messsages
+    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
+    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
+
+    if (msgState == 0) 
+    {
+        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+    }
+    else if (msgState == 1)
+    {
+        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+        
+        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
+    }
+    else if (msgState == 2)
+    {
+        if ((msgCounter/30)%2)
+        {
+            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
+            
+            DrawRectangleRec(closet.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(window.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(chair.bounds, Fade(RED, 0.6f));
+        }
+    }
+    else
+    {
+        if ((monsterHover) && ((msgCounter/30)%2))
+        {
+            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
+            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
+        }
+    }
+
+    DrawPlayer();       // NOTE: Also draws mouse pointer!
+}
+
+// Gameplay Screen Unload logic
+void UnloadKitchenScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+    UnloadTexture(background);
+	
+    UnloadMonster(closet);
+    UnloadMonster(chair);
+    UnloadMonster(window);
+}
+
+// Gameplay Screen should finish?
+int FinishKitchenScreen(void)
+{
+    return finishScreen;
+}

+ 403 - 0
games/skully_escape/screens/screen_livingroom.c

@@ -0,0 +1,403 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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"
+#include "../player.h"
+#include "../monster.h"
+
+#include <string.h>
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D background;
+
+// Declare doors
+static Door doorCenter;
+static Door doorLeft;
+
+// Decalre monsters
+static Monster candle;
+static Monster picture;
+static Monster phone;
+
+static bool monsterHover = false;
+static int monsterCheck = -1;      // Identify checking monster
+
+static const char message[256] = "WHEN WIND BLOWS, IT KNOWS THE DIRECTION\nLET IT GUIDE YOU!";
+static int msgPosX = 100;
+
+static int msgState = 0;   // 0-writting, 1-wait, 2-choose
+static int lettersCounter = 0;
+static char msgBuffer[256] = { '\0' };
+static int msgCounter = 0;
+
+static bool searching = false;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitLivingroomScreen(void)
+{
+    ResetPlayer();
+    
+    // Reset Screen variables
+    monsterHover = false;
+    monsterCheck = -1;
+    msgState = 0;
+    msgCounter = 0;
+    lettersCounter = 0;
+    for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
+    
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    background = LoadTexture("resources/textures/background_livingroom.png");
+    
+    // Initialize doors
+    doorLeft.position = (Vector2) { -45, 140};
+    doorLeft.facing = 0;
+    doorLeft.locked = true;
+    doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
+    doorLeft.selected = false;
+    
+    doorCenter.position = (Vector2) { 830, 108 };
+    doorCenter.facing = 1;
+    doorCenter.locked = true;
+    doorCenter.frameRec =(Rectangle) {((doors.width/3)*doorCenter.facing), doors.height/2, doors.width/3, doors.height/2};
+    doorCenter.bound = (Rectangle) { doorCenter.position.x, doorCenter.position.y, doors.width/3, doors.height/2};
+    doorCenter.selected = false;
+
+    // Monster init: lamp
+    candle.position = (Vector2){ 154, 256 };
+    candle.texture = LoadTexture("resources/textures/monster_candle.png");
+    candle.currentFrame = 0;
+    candle.framesCounter = 0;
+    candle.numFrames = 4;
+    candle.bounds = (Rectangle){ candle.position.x + 90, candle.position.y + 30, 185, 340 };
+    candle.frameRec = (Rectangle) { 0, 0, candle.texture.width/candle.numFrames, candle.texture.height };
+    candle.selected = false;
+    candle.active = false;
+    candle.spooky = false;
+    
+    // Monster init: arc
+    picture.position = (Vector2){ 504, 164 };
+    picture.texture = LoadTexture("resources/textures/monster_picture.png");
+    picture.currentFrame = 0;
+    picture.framesCounter = 0;
+    picture.numFrames = 4;
+    picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 };
+    picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height };
+    picture.selected = false;
+    picture.active = false;
+    picture.spooky = true;
+    
+    // Monster init: phone
+    phone.position = (Vector2){ 1054, 404 };
+    phone.texture = LoadTexture("resources/textures/monster_phone.png");
+    phone.currentFrame = 0;
+    phone.framesCounter = 0;
+    phone.numFrames = 4;
+    phone.bounds = (Rectangle){ phone.position.x + 64, phone.position.y +120, 100, 160 };
+    phone.frameRec = (Rectangle) { 0, 0, phone.texture.width/phone.numFrames, phone.texture.height };
+    phone.selected = false;
+    phone.active = false;
+    phone.spooky = true;
+}
+
+// Gameplay Screen Update logic
+void UpdateLivingroomScreen(void)
+{
+    if (player.key)
+    {       
+        // Door: left
+        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
+        else doorLeft.selected = false;
+        
+        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorLeft.locked)
+                {
+                    doorLeft.frameRec.y = 0;
+                    doorLeft.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 1;
+            }
+        }
+        
+        // Door: center
+        if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || 
+            (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; 
+        else doorCenter.selected = false;
+        
+        if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound)))
+        {
+            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE)))
+            {
+                if (doorCenter.locked)
+                {
+                    doorCenter.frameRec.y = 0;
+                    doorCenter.locked = false;
+                    PlaySound(sndDoor);
+                }
+                else finishScreen = 2;
+            }
+        }
+    }
+        
+    if (msgState > 2)
+    {
+        UpdatePlayer();
+	
+		// Monsters logic
+        UpdateMonster(&candle);
+        UpdateMonster(&picture);
+        UpdateMonster(&phone);
+    }
+	
+    // Check player hover monsters to interact
+    if (((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active) ||
+        ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) ||
+        ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active)) monsterHover = true;
+    else monsterHover = false;
+    
+    // Monters logic: candle
+    if ((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active)
+    {
+        candle.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), candle.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 1;
+        }
+    }
+    else candle.selected = false;
+    
+    // Monters logic: picture
+    if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
+    {
+        picture.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 2;
+        }
+    }
+    else picture.selected = false;
+    
+    // Monters logic: phone
+    if ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active)
+    {
+        phone.selected = true;
+        
+        if ((IsKeyPressed(KEY_SPACE)) || 
+            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), phone.bounds))))
+        {
+            SearchKeyPlayer();
+            searching = true;
+            framesCounter = 0;
+            
+            monsterCheck = 3;
+        }
+    }
+    else phone.selected = false;
+    
+    if (searching)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180)
+        {
+            if (monsterCheck == 1)
+            {
+                if (candle.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                candle.active = true;
+                candle.selected = false;
+            }
+            else if (monsterCheck == 2)
+            {
+                if (picture.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                picture.active = true;
+                picture.selected = false;
+            }
+            else if (monsterCheck == 3)
+            {
+                if (phone.spooky)
+                {
+                    ScarePlayer();
+                    PlaySound(sndScream);
+                }
+                else FindKeyPlayer();
+                
+                phone.active = true;
+                phone.selected = false;
+            }
+  
+            searching = false;
+            framesCounter = 0;
+        }
+    }
+    
+    // Text animation
+    framesCounter++;
+    
+    if ((framesCounter%2) == 0) lettersCounter++;
+
+    if (msgState == 0)
+    {
+        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
+        else
+        {
+            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
+
+            lettersCounter = 0;
+            msgState = 1;
+        }
+        
+        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
+    }
+    else if (msgState == 1)
+    {
+        msgCounter++;
+        
+        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+        {
+            msgState = 2;
+            msgCounter = 0;
+        }
+    }
+    else if (msgState == 2)
+    {
+        msgCounter++;
+        
+        if (msgCounter > 180) msgState = 3;
+    }
+    else msgCounter++;
+}
+
+// Gameplay Screen Draw logic
+void DrawLivingroomScreen(void)
+{
+    DrawTexture(background, 0, 0, WHITE);
+    
+    // Draw monsters
+	DrawMonster(picture, 0);
+    DrawMonster(candle, 0);
+    DrawMonster(phone, 0);
+    
+    // Draw door
+    if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorCenter.position, GREEN);
+    else DrawTextureRec(doors, doorCenter.frameRec, doorCenter.position, WHITE);
+    if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN);
+    else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE);
+    
+    // Draw messsages
+    if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
+    else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
+
+    if (msgState == 0) 
+    {
+        DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+    }
+    else if (msgState == 1)
+    {
+        DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
+        
+        if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK);
+    }
+    else if (msgState == 2)
+    {
+        if ((msgCounter/30)%2)
+        {
+            DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE);
+            
+            DrawRectangleRec(candle.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(phone.bounds, Fade(RED, 0.6f));
+            DrawRectangleRec(picture.bounds, Fade(RED, 0.6f));
+        }
+    }
+    else
+    {
+        if ((monsterHover) && ((msgCounter/30)%2))
+        {
+            DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f));
+            DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK);
+        }
+    }
+
+    DrawPlayer();       // NOTE: Also draws mouse pointer!
+}
+
+// Gameplay Screen Unload logic
+void UnloadLivingroomScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+    UnloadTexture(background);
+	
+    UnloadMonster(candle);
+    UnloadMonster(picture);
+    UnloadMonster(phone);
+}
+
+// Gameplay Screen should finish?
+int FinishLivingroomScreen(void)
+{
+    return finishScreen;
+}

+ 108 - 0
games/skully_escape/screens/screen_logo.c

@@ -0,0 +1,108 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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)
+//----------------------------------------------------------------------------------
+
+// Logo screen global variables
+static int framesCounter = 0;
+static int finishScreen;
+
+static Texture2D logo;
+static float logoAlpha = 0;
+
+static int state = 0;
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Logo Screen Initialization logic
+void InitLogoScreen(void)
+{
+    // Initialize LOGO screen variables here!
+    finishScreen = 0;
+    
+    logo = LoadTexture("resources/textures/skully_logo.png");
+}
+
+// Logo Screen Update logic
+void UpdateLogoScreen(void)
+{
+    // Update LOGO screen variables here!
+    if (state == 0)
+    {
+        logoAlpha += 0.04f;
+        
+        if (logoAlpha >= 1.0f) state = 1;
+    }
+    else if (state == 1)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 180) state = 2;
+    }
+    else if (state == 2)
+    {
+        logoAlpha -= 0.04f;
+        
+        if (logoAlpha <= 0.0f) 
+        {
+            framesCounter = 0;
+            state = 3;
+        }
+    }
+    else if (state == 3)
+    {
+        finishScreen = 1;
+    }
+}
+
+// Logo Screen Draw logic
+void DrawLogoScreen(void)
+{
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RAYWHITE);
+
+    DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 130, Fade(WHITE, logoAlpha));
+    
+    DrawText("GRAY TEAM", 340, 450, 100, Fade(DARKGRAY, logoAlpha));
+}
+
+// Logo Screen Unload logic
+void UnloadLogoScreen(void)
+{
+    // Unload LOGO screen variables here!
+    UnloadTexture(logo);
+}
+
+// Logo Screen should finish?
+int FinishLogoScreen(void)
+{
+    return finishScreen;
+}

+ 201 - 0
games/skully_escape/screens/screen_logo_raylib.c

@@ -0,0 +1,201 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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 LOGO_RECS_SIDE  16
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Logo screen global variables
+static int framesCounter = 0;
+static int finishScreen;
+
+static int logoPositionX;
+static int logoPositionY;
+
+static int lettersCount = 0;
+
+static int topSideRecWidth = LOGO_RECS_SIDE;
+static int leftSideRecHeight = LOGO_RECS_SIDE;
+
+static int bottomSideRecWidth = LOGO_RECS_SIDE;
+static int rightSideRecHeight = LOGO_RECS_SIDE;
+
+static char raylib[8];          // raylib text array, max 8 letters
+static int state = 0;           // Tracking animation states (State Machine)
+static float alpha = 1.0f;      // Useful for fading
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Logo Screen Initialization logic
+void rlInitLogoScreen(void)
+{
+    // TODO: Initialize LOGO screen variables here!
+    finishScreen = 0;
+    
+    logoPositionX = GetScreenWidth()/2 - 128;
+    logoPositionY = GetScreenHeight()/2 - 128;
+    
+    for (int i = 0; i < 8; i++) raylib[i] = '\0';
+}
+
+// Logo Screen Update logic
+void rlUpdateLogoScreen(void)
+{
+    // Update LOGO screen variables here!
+    if (state == 0)                 // State 0: Small box blinking
+    {
+        framesCounter++;
+
+        if (framesCounter == 80)
+        {
+            state = 1;
+            framesCounter = 0;      // Reset counter... will be used later...
+        }
+    }
+    else if (state == 1)            // State 1: Top and left bars growing
+    {
+        topSideRecWidth += 8;
+        leftSideRecHeight += 8;
+
+        if (topSideRecWidth == 256) state = 2;
+    }
+    else if (state == 2)            // State 2: Bottom and right bars growing
+    {
+        bottomSideRecWidth += 8;
+        rightSideRecHeight += 8;
+
+        if (bottomSideRecWidth == 256) state = 3;
+    }
+    else if (state == 3)            // State 3: Letters appearing (one by one)
+    {
+        framesCounter++;
+
+        if (framesCounter/10)       // Every 12 frames, one more letter!
+        {
+            lettersCount++;
+            framesCounter = 0;
+        }
+
+        switch (lettersCount)
+        {
+            case 1: raylib[0] = 'r'; break;
+            case 2: raylib[1] = 'a'; break;
+            case 3: raylib[2] = 'y'; break;
+            case 4: raylib[3] = 'l'; break;
+            case 5: raylib[4] = 'i'; break;
+            case 6: raylib[5] = 'b'; break;
+            default: break;
+        }
+
+        // When all letters have appeared...
+        if (lettersCount >= 10)
+        {
+            state = 4;
+            framesCounter = 0;
+        }
+    }
+    else if (state == 4)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 100)
+        {
+            alpha -= 0.02f;
+
+            if (alpha <= 0.0f)
+            {
+                alpha = 0.0f;
+                finishScreen = 1;
+            }
+        }
+    }
+}
+
+// Logo Screen Draw logic
+void rlDrawLogoScreen(void)
+{
+    if (state == 0)
+    {
+        if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
+    }
+    else if (state == 1)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
+    }
+    else if (state == 2)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
+
+        DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
+    }
+    else if (state == 3)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
+
+        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
+
+        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
+
+        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
+    }
+    else if (state == 4)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
+
+        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
+
+        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
+
+        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
+        
+        if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
+    }
+}
+
+// Logo Screen Unload logic
+void rlUnloadLogoScreen(void)
+{
+    // TODO: Unload LOGO screen variables here!
+}
+
+// Logo Screen should finish?
+int rlFinishLogoScreen(void)
+{
+    return finishScreen;
+}

+ 92 - 0
games/skully_escape/screens/screen_title.c

@@ -0,0 +1,92 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Title Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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)
+//----------------------------------------------------------------------------------
+
+// Title screen global variables
+static int framesCounter;
+static int finishScreen;
+
+static Texture2D title;
+static float titleAlpha = 0.0f;
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Title Screen Initialization logic
+void InitTitleScreen(void)
+{
+    // Initialize TITLE screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+    
+    title = LoadTexture("resources/textures/title.png");
+}
+
+// Title Screen Update logic
+void UpdateTitleScreen(void)
+{
+    // Update TITLE screen variables here!
+    framesCounter++;
+    
+    titleAlpha += 0.005f;
+    
+    if (titleAlpha >= 1.0f) titleAlpha = 1.0f;
+
+    // Press enter to change to ATTIC screen
+    if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+    {
+        finishScreen = 1;
+    }
+}
+
+// Title Screen Draw logic
+void DrawTitleScreen(void)
+{
+    //DrawText("TITLE SCREEN", 100, 100, 140, Fade(BLACK, titleAlpha));
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKGRAY);
+    DrawTexture(title, GetScreenWidth()/2 - title.width/2, 20, Fade(WHITE, titleAlpha));
+    
+    if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawText("PRESS ENTER to START", 380, 545, 40, BLACK);
+}
+
+// Title Screen Unload logic
+void UnloadTitleScreen(void)
+{
+    // Unload TITLE screen variables here!
+    UnloadTexture(title);
+}
+
+// Title Screen should finish?
+int FinishTitleScreen(void)
+{
+    return finishScreen;
+}

+ 164 - 0
games/skully_escape/screens/screens.h

@@ -0,0 +1,164 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Screens Functions Declarations (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   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.
+*
+**********************************************************************************************/
+
+#ifndef SCREENS_H
+#define SCREENS_H
+
+#define PLAYER_ANIM_FRAMES     7
+#define PLAYER_ANIM_SEQ        2
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GameScreen { LOGO = 0, LOGO_RL, TITLE, ATTIC, AISLE01, AISLE02, BATHROOM, LIVINGROOM, KITCHEN, ARMORY, ENDING } GameScreen;
+
+typedef struct Door {
+    Vector2 position;
+    int facing;
+    bool locked;
+    bool selected;
+    Rectangle frameRec;
+    Rectangle bound;
+} Door;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+GameScreen currentScreen;
+SpriteFont font;
+
+Texture2D doors;
+Sound sndDoor;
+Sound sndScream;
+
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLogoScreen(void);
+void UpdateLogoScreen(void);
+void DrawLogoScreen(void);
+void UnloadLogoScreen(void);
+int FinishLogoScreen(void);
+
+//----------------------------------------------------------------------------------
+// raylib Logo Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void rlInitLogoScreen(void);
+void rlUpdateLogoScreen(void);
+void rlDrawLogoScreen(void);
+void rlUnloadLogoScreen(void);
+int rlFinishLogoScreen(void);
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitTitleScreen(void);
+void UpdateTitleScreen(void);
+void DrawTitleScreen(void);
+void UnloadTitleScreen(void);
+int FinishTitleScreen(void);
+
+//----------------------------------------------------------------------------------
+// Attic Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitAtticScreen(void);
+void UpdateAtticScreen(void);
+void DrawAtticScreen(void);
+void UnloadAtticScreen(void);
+int FinishAtticScreen(void);
+
+//----------------------------------------------------------------------------------
+// Aisle01 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitAisle01Screen(void);
+void UpdateAisle01Screen(void);
+void DrawAisle01Screen(void);
+void UnloadAisle01Screen(void);
+int FinishAisle01Screen(void);
+
+//----------------------------------------------------------------------------------
+// Aisle02 Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitAisle02Screen(void);
+void UpdateAisle02Screen(void);
+void DrawAisle02Screen(void);
+void UnloadAisle02Screen(void);
+int FinishAisle02Screen(void);
+
+//----------------------------------------------------------------------------------
+// Bathroom Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitBathroomScreen(void);
+void UpdateBathroomScreen(void);
+void DrawBathroomScreen(void);
+void UnloadBathroomScreen(void);
+int FinishBathroomScreen(void);
+
+//----------------------------------------------------------------------------------
+// Livingroom Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLivingroomScreen(void);
+void UpdateLivingroomScreen(void);
+void DrawLivingroomScreen(void);
+void UnloadLivingroomScreen(void);
+int FinishLivingroomScreen(void);
+
+//----------------------------------------------------------------------------------
+// Kitchen Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitKitchenScreen(void);
+void UpdateKitchenScreen(void);
+void DrawKitchenScreen(void);
+void UnloadKitchenScreen(void);
+int FinishKitchenScreen(void);
+
+//----------------------------------------------------------------------------------
+// Armory Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitArmoryScreen(void);
+void UpdateArmoryScreen(void);
+void DrawArmoryScreen(void);
+void UnloadArmoryScreen(void);
+int FinishArmoryScreen(void);
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitEndingScreen(void);
+void UpdateEndingScreen(void);
+void DrawEndingScreen(void);
+void UnloadEndingScreen(void);
+int FinishEndingScreen(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // SCREENS_H

+ 403 - 0
games/skully_escape/skully_escape.c

@@ -0,0 +1,403 @@
+/*******************************************************************************************
+*
+*   SKULLY ESCAPE [KING GAME JAM 2015]
+*
+*   This game has been created using raylib (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "screens/screens.h"    // NOTE: Defines global variable: currentScreen
+
+#include "player.h"
+
+#if defined(PLATFORM_WEB)
+    #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+const int screenWidth = 1280;
+const int screenHeight = 720;
+
+// Required variables to manage screen transitions (fade-in, fade-out)
+float transAlpha = 0;
+bool onTransition = false;
+bool transFadeOut = false;
+int transFromScreen = -1;
+int transToScreen = -1;
+
+static int framesCounter = 0;
+    
+//----------------------------------------------------------------------------------
+// Local Functions Declaration
+//----------------------------------------------------------------------------------
+void TransitionToScreen(int screen);
+void ChangeToScreen(int screen);    // No transition effect
+void UpdateTransition(void);
+void DrawTransition(void);
+
+void UpdateDrawFrame(void);         // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main(void)
+{
+	// Initialization
+	//---------------------------------------------------------
+	const char windowTitle[30] = "SKULLY ESCAPE [KING GAMEJAM]";
+
+    InitWindow(screenWidth, screenHeight, windowTitle);
+
+    // Global data loading (assets that must be available in all screens, i.e. fonts)
+    InitAudioDevice();
+    
+    PlayMusicStream("resources/audio/come_play_with_me.ogg");
+    
+    font = LoadSpriteFont("resources/textures/alagard.png");
+	doors = LoadTexture("resources/textures/doors.png");
+    sndDoor = LoadSound("resources/audio/door.ogg");
+    sndScream = LoadSound("resources/audio/scream.ogg");
+	
+    InitPlayer();
+    
+    // Setup and Init first screen
+    currentScreen = LOGO;
+    InitLogoScreen();
+
+#if defined(PLATFORM_WEB)
+    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        UpdateDrawFrame();
+    }
+#endif
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // Unload all global loaded data (i.e. fonts) here!
+	UnloadPlayer();
+    UnloadSpriteFont(font);
+    UnloadTexture(doors);
+    UnloadSound(sndDoor);
+    UnloadSound(sndScream);
+    
+    CloseAudioDevice();
+    
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+	
+    return 0;
+}
+
+void TransitionToScreen(int screen)
+{
+    onTransition = true;
+    transFromScreen = currentScreen;
+    transToScreen = screen;
+}
+
+void ChangeToScreen(int screen)
+{
+    switch (currentScreen)
+    {
+        case LOGO: UnloadLogoScreen(); break;
+        case LOGO_RL: rlUnloadLogoScreen(); break;
+        case TITLE: UnloadTitleScreen(); break;
+        case ATTIC: UnloadAtticScreen(); break;
+        case AISLE01: UnloadAisle01Screen();break;
+        case AISLE02: UnloadAisle02Screen();break;
+        case ARMORY: UnloadArmoryScreen();break;
+        case LIVINGROOM: UnloadLivingroomScreen();break;
+        case KITCHEN: UnloadKitchenScreen(); break;
+        case BATHROOM: UnloadBathroomScreen(); break;
+        case ENDING: UnloadEndingScreen(); break;
+        default: break;
+    }
+    
+    switch (screen)
+    {
+        case LOGO: InitLogoScreen(); break;
+        case LOGO_RL: rlInitLogoScreen(); break;
+        case TITLE: InitTitleScreen(); break;
+        case ATTIC: InitAtticScreen(); break;
+        case AISLE01: InitAisle01Screen();break;
+        case AISLE02: InitAisle02Screen();break;
+        case ARMORY: InitArmoryScreen();break;
+        case LIVINGROOM: InitLivingroomScreen();break;
+        case KITCHEN: InitKitchenScreen(); break;
+        case BATHROOM: InitBathroomScreen(); break;
+        case ENDING: InitEndingScreen(); break;
+        default: break;
+    }
+    
+    currentScreen = screen;
+}
+
+void UpdateTransition(void)
+{
+    if (!transFadeOut)
+    {
+        transAlpha += 0.05f;
+
+        if (transAlpha >= 1.0)
+        {
+            transAlpha = 1.0;
+        
+            switch (transFromScreen)
+            {
+                case LOGO: UnloadLogoScreen(); break;
+                case LOGO_RL: rlUnloadLogoScreen(); break;
+                case TITLE: UnloadTitleScreen(); break;
+                case ATTIC: UnloadAtticScreen(); break;
+                case AISLE01: UnloadAisle01Screen();break;
+                case AISLE02: UnloadAisle02Screen();break;
+                case ARMORY: UnloadArmoryScreen();break;
+                case LIVINGROOM: UnloadLivingroomScreen();break;
+                case KITCHEN: UnloadKitchenScreen(); break;
+                case BATHROOM: UnloadBathroomScreen(); break;
+                case ENDING: UnloadEndingScreen(); break;
+                default: break;
+            }
+            
+            switch (transToScreen)
+            {
+                case LOGO:
+                {
+                    InitLogoScreen(); 
+                    currentScreen = LOGO; 
+                } break;
+                case LOGO_RL:
+                {
+                    rlInitLogoScreen();
+                    currentScreen = LOGO_RL;
+                } break;
+                case TITLE: 
+                {
+                    InitTitleScreen();
+                    currentScreen = TITLE;                  
+                } break;
+                case ATTIC:
+                {
+                    InitAtticScreen(); 
+                    currentScreen = ATTIC;
+                } break;
+                case AISLE01:
+                {
+                    InitAisle01Screen(); 
+                    currentScreen = AISLE01;
+                } break;
+                case AISLE02:
+                {
+                    InitAisle02Screen(); 
+                    currentScreen = AISLE02;
+                } break;
+                case BATHROOM:
+                {
+                    InitBathroomScreen(); 
+                    currentScreen = BATHROOM;
+                } break;
+                case LIVINGROOM:
+                {
+                    InitLivingroomScreen(); 
+                    currentScreen = LIVINGROOM;
+                } break;
+                case KITCHEN:
+                {
+                    InitKitchenScreen(); 
+                    currentScreen = KITCHEN;
+                } break;
+                case ARMORY:
+                {
+                    InitArmoryScreen(); 
+                    currentScreen = ARMORY;
+                } break;
+                case ENDING:
+                {
+                    InitEndingScreen(); 
+                    currentScreen = ENDING;
+                } break;
+                default: break;
+            }
+            
+            transFadeOut = true;
+        }
+    }
+    else  // Transition fade out logic
+    {
+        transAlpha -= 0.05f;
+        
+        if (transAlpha <= 0)
+        {
+            transAlpha = 0;
+            transFadeOut = false;
+            onTransition = false;
+            transFromScreen = -1;
+            transToScreen = -1;
+        }
+    }
+}
+
+void DrawTransition(void)
+{
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
+}
+
+// Update and draw game frame
+void UpdateDrawFrame(void)
+{
+    // Update
+    //----------------------------------------------------------------------------------
+    if (!onTransition)
+    {
+        if (player.dead)
+        {
+            framesCounter++;
+            
+            if (framesCounter > 80)
+            {
+                framesCounter = 0;
+                player.dead = false;
+                player.numLifes = 4;
+                
+                TransitionToScreen(TITLE);
+            }
+        }
+        
+        switch(currentScreen) 
+        {
+            case LOGO: 
+            {
+                UpdateLogoScreen();
+                
+                if (FinishLogoScreen()) ChangeToScreen(LOGO_RL);
+                
+            } break;
+            case LOGO_RL: 
+            {
+                rlUpdateLogoScreen();
+                
+                if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
+                
+            } break;
+            case TITLE: 
+            {
+                UpdateTitleScreen();
+                
+                if (FinishTitleScreen() == 1) TransitionToScreen(ATTIC);
+
+            } break;
+            case ATTIC:
+            { 
+                UpdateAtticScreen();
+                
+                if (FinishAtticScreen() == 1) TransitionToScreen(AISLE01);
+
+            } break;
+            case AISLE01:
+            { 
+                UpdateAisle01Screen();
+                
+                if (FinishAisle01Screen() == 1) TransitionToScreen(BATHROOM);
+                else if(FinishAisle01Screen() == 2) TransitionToScreen(KITCHEN);
+                else if(FinishAisle01Screen() == 3) TransitionToScreen(LIVINGROOM);
+
+            } break;
+            case BATHROOM:
+            { 
+                UpdateBathroomScreen();
+                
+                if (FinishBathroomScreen() == 1) TransitionToScreen(AISLE01);
+
+            } break;
+            case LIVINGROOM:
+            { 
+                UpdateLivingroomScreen();
+                
+                if (FinishLivingroomScreen() == 1) TransitionToScreen(AISLE01);
+                else if(FinishLivingroomScreen() == 2)TransitionToScreen(AISLE02);
+
+            } break;
+            case AISLE02:
+            { 
+                UpdateAisle02Screen();
+                
+                if (FinishAisle02Screen() == 1) TransitionToScreen(KITCHEN);
+
+            } break;
+            case KITCHEN:
+            { 
+                UpdateKitchenScreen();
+                
+                if (FinishKitchenScreen() == 1) TransitionToScreen(ARMORY);
+                else if(FinishKitchenScreen() == 2)TransitionToScreen(AISLE02);
+
+            } break;
+            case ARMORY:
+            { 
+                UpdateArmoryScreen();
+                
+                if(FinishArmoryScreen() == 1) TransitionToScreen(ENDING);
+                else if(FinishArmoryScreen() == 2) TransitionToScreen(KITCHEN);
+
+            } break;
+            case ENDING: 
+            {
+                UpdateEndingScreen();
+                
+                if (FinishEndingScreen()) TransitionToScreen(TITLE);
+
+            } break;
+            default: break;
+        }
+    }
+    else
+    {
+        // Update transition (fade-in, fade-out)
+        UpdateTransition();
+    }
+    
+    UpdateMusicStream();
+    //----------------------------------------------------------------------------------
+    
+    // Draw
+    //----------------------------------------------------------------------------------
+    BeginDrawing();
+    
+        ClearBackground(RAYWHITE);
+        
+        switch(currentScreen) 
+        {
+            case LOGO: DrawLogoScreen(); break;
+            case LOGO_RL: rlDrawLogoScreen(); break;
+            case TITLE: DrawTitleScreen(); break;
+            case ATTIC: DrawAtticScreen(); break;
+            case AISLE01: DrawAisle01Screen();break;
+            case AISLE02: DrawAisle02Screen();break;
+            case BATHROOM: DrawBathroomScreen();break;
+            case LIVINGROOM: DrawLivingroomScreen();break;
+            case KITCHEN: DrawKitchenScreen();break;
+            case ARMORY: DrawArmoryScreen();break;
+            case ENDING: DrawEndingScreen(); break;
+            default: break;
+        }
+	
+        if (onTransition) DrawTransition();
+    
+        //DrawFPS(10, 10);
+    
+    EndDrawing();
+    //----------------------------------------------------------------------------------
+}
+