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