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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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+
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+#include <math.h>
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+
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+#define MAX_LIGHTS_I 8
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+#define MAX_LIGHTS_II 12
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+#define MAX_LIGHTS_III 20
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+
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+#define MAX_ENEMIES 8
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+
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+#define MAX_PLAYER_ENERGY 40.0f
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+#define ENERGY_REFILL_RATIO 0.2f
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+
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+#define GAMEPAD_SENSITIVITY 4.0f // More sensitivity, more speed :P
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+
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+#define LIGHT_ANIM_FRAMES 7
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+
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+//----------------------------------------------------------------------------------
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+// Types and Structures Definition
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+//----------------------------------------------------------------------------------
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+typedef struct Player {
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+ Vector2 position;
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+ Vector2 speed;
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+ int radius;
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+ Color color;
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+ float lightEnergy;
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+} Player;
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+
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+typedef struct Enemy {
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+ Vector2 position;
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+ Vector2 targetPos; // light target position
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+ int targetNum; // light target number
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+ float speed; // scalar value
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+ int radius;
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+ int active;
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+ int awakeFramesDelay;
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+ int framesCounter;
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+ Color color;
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+} Enemy;
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+
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+typedef struct Light {
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+ Vector2 position;
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+ int radius;
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+ int requiredEnergy;
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+ bool active;
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+ Color color;
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+
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+ int framesCounter;
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+ int currentFrame;
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+ Rectangle frameRec;
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+} Light;
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+
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+typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel;
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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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+static bool pause;
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+
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+static Player player;
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+
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+static Light lightsI[MAX_LIGHTS_I];
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+static Light lightsII[MAX_LIGHTS_II];
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+static Light lightsIII[MAX_LIGHTS_III];
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+
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+static Enemy enemies[MAX_ENEMIES];
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+
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+static int ritualLevel;
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+static int previousLightedLevel;
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+static int currentLightedLevel;
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+
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+static Vector2 lighterPosition;
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+
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+static int maxLightEnergy;
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+static int currentLightEnergy;
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+
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+static float ritualTime;
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+static bool startRitual;
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+static float alphaRitual;
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+
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+static bool timeOver;
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+static int nextStarsAlignment;
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+
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+static Texture2D background;
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+static Texture2D foregroundI;
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+static Texture2D foregroundII;
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+static Texture2D foregroundIII;
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+static Texture2D texPlayer;
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+static Texture2D texEnemy;
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+static Texture2D texLight;
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+static Texture2D lightGlow;
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+static Texture2D lightRay;
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+static Texture2D book;
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+static Texture2D texRitual;
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+static Texture2D texTimeOver;
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+static Texture2D circleIoff, circleIIoff, circleIIIoff;
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+static Texture2D circleIon, circleIIon, circleIIIon;
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+
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+static Rectangle lightOff, lightOn;
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+
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+static Sound fxLightOn, fxLightOff;
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+
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+// Debug variables
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+static bool enemiesStopped;
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+
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+//------------------------------------------------------------------------------------
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+// Module Functions Declaration (local)
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+//------------------------------------------------------------------------------------
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+static bool ColorEqual(Color col1, Color col2); // Check if two colors are equal
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+static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
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+static void Vector2Normalize(Vector2 *v);
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+static void EnemyReset(Enemy *enemy);
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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 InitGameplayScreen(void)
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+{
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+ framesCounter = 0;
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+ finishScreen = 0;
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+ pause = false;
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+
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+ // Textures loading
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+ background = LoadTexture("resources/textures/background.png");
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+ foregroundI = LoadTexture("resources/textures/foreground_level_i.png");
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+ foregroundII = LoadTexture("resources/textures/foreground_level_ii.png");
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+ foregroundIII = LoadTexture("resources/textures/foreground_level_iii.png");
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+ texPlayer = LoadTexture("resources/textures/player.png");
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+ texEnemy = LoadTexture("resources/textures/enemy.png");
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+ texLight = LoadTexture("resources/textures/light.png");
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+ lightGlow = LoadTexture("resources/textures/light_glow.png");
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+ lightRay = LoadTexture("resources/textures/light_ray.png");
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+ book = LoadTexture("resources/textures/book.png");
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+ texRitual = LoadTexture("resources/textures/msg_ritual.png");
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+ texTimeOver = LoadTexture("resources/textures/time_over.png");
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+
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+ circleIoff = LoadTexture("resources/textures/circle_level_i_off.png");
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+ circleIIoff = LoadTexture("resources/textures/circle_level_ii_off.png");
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+ circleIIIoff = LoadTexture("resources/textures/circle_level_iii_off.png");
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+ circleIon = LoadTexture("resources/textures/circle_level_i_on.png");
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+ circleIIon = LoadTexture("resources/textures/circle_level_ii_on.png");
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+ circleIIIon = LoadTexture("resources/textures/circle_level_iii_on.png");
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+
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+ lightOff = (Rectangle){ 0, 0, 64, 64 };
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+ lightOn = (Rectangle){ 64, 0, 64, 64 };
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+
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+ fxLightOn = LoadSound("resources/audio/light_on.wav");
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+ fxLightOff = LoadSound("resources/audio/light_off.wav");
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+
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+ // Initialize player
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+ player.position = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 40 };
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+ player.radius = 20;
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+ player.speed = (Vector2){5, 5};
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+ player.color = WHITE;
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+
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+ // Initialize lights positions based on lights map image data
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+ int kI = 0, kII = 0, kIII = 0;
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+ for (int y = 0; y < lightsMapHeight; y++)
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+ {
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+ for (int x = 0; x < lightsMapWidth; x++)
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+ {
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+ if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 255, 0, 0, 255 }))
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+ {
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+ // Store light position I
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+ lightsI[kI].position.x = (float)x*10;
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+ lightsI[kI].position.y = (float)y*10;
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+ kI++;
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+
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+ //printf("Light %02i position: %i, %i\n", kI, (int)lightsI[kI - 1].position.x, (int)lightsI[kI - 1].position.y);
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+ }
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+ else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 255, 0, 255 }))
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+ {
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+ // Store light position II
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+ lightsII[kII].position.x = (float)x*10;
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+ lightsII[kII].position.y = (float)y*10;
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+ kII++;
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+ }
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+ else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 0, 255, 255 }))
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+ {
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+ // Store light position III
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+ lightsIII[kIII].position.x = (float)x*10;
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+ lightsIII[kIII].position.y = (float)y*10;
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+ kIII++;
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+ }
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+ }
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+ }
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+
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+ // Initialize lights I
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+ for (int i = 0; i < MAX_LIGHTS_I; i++)
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+ {
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+ lightsI[i].radius = 12;
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+ lightsI[i].requiredEnergy = GetRandomValue(3, 9);
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+ lightsI[i].active = false;
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+ lightsI[i].color = GOLD;
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+
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+ lightsI[i].framesCounter = 0;
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+ lightsI[i].currentFrame = 0;
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+ lightsI[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
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+ }
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+
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+ // Initialize lights II
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+ for (int i = 0; i < MAX_LIGHTS_II; i++)
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+ {
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+ lightsII[i].radius = 8;
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+ lightsII[i].requiredEnergy = GetRandomValue(3, 8);
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+ lightsII[i].active = false;
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+ lightsII[i].color = GOLD;
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+
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+ lightsII[i].framesCounter = 0;
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+ lightsII[i].currentFrame = 0;
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+ lightsII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
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+ }
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+
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+ // Initialize lights III
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+ for (int i = 0; i < MAX_LIGHTS_III; i++)
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+ {
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+ lightsIII[i].radius = 8;
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+ lightsIII[i].requiredEnergy = GetRandomValue(4, 10);
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+ lightsIII[i].active = false;
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+ lightsIII[i].color = GOLD;
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+
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+ lightsIII[i].framesCounter = 0;
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+ lightsIII[i].currentFrame = 0;
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+ lightsIII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
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+ }
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+
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+ // Initialize ritual level
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+ ritualLevel = 0;
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+ currentLightedLevel = LEVEL_I;
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+ lighterPosition = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
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+
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+ // Initialize enemies
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+ for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]);
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+
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+ // Initialize max light energy (depends on lights randomness)
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+ maxLightEnergy = 0;
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+
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+ for (int i = 0; i < MAX_LIGHTS_I; i++) maxLightEnergy += lightsI[i].requiredEnergy;
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+ for (int i = 0; i < MAX_LIGHTS_II; i++) maxLightEnergy += lightsII[i].requiredEnergy;
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+ for (int i = 0; i < MAX_LIGHTS_III; i++) maxLightEnergy += lightsIII[i].requiredEnergy;
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+
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+ //printf("Max light energy: %i\n", maxLightEnergy);
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+
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+ // Initialize ritual variables
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+ ritualTime = 0.0f;
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+ startRitual = false;;
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+ alphaRitual = 0.0f;
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+
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+ timeOver = false;
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+ nextStarsAlignment = GetRandomValue(500, 1000);
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+
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+ enemiesStopped = false;
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+
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+ PlayMusicStream("resources/audio/ritual.ogg");
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+}
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+
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+// Gameplay Screen Update logic
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+void UpdateGameplayScreen(void)
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+{
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+ if (IsKeyPressed('P')) pause = !pause;
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+
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+ if (!pause && (currentLightedLevel != LEVEL_FINISHED) && !timeOver)
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+ {
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+ framesCounter++; // Time starts counting to awake enemies
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+
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+ // Player movement logic
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+ if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
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+ else if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
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+
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+ if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
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+ else if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
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+
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+ // Debug key to stop enemies
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+ if (IsKeyPressed(KEY_S)) enemiesStopped = !enemiesStopped;
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+
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+ /*
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+ if (IsGamepadAvailable(GAMEPAD_PLAYER1))
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+ {
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+ Vector2 movement = GetGamepadMovement(GAMEPAD_PLAYER1);
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+
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+ player.position.x += movement.x*GAMEPAD_SENSITIVITY;
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+ player.position.y += movement.y*GAMEPAD_SENSITIVITY;
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+ }
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+ */
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+
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+ // Player light energy filling logic
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+ if (CheckCollisionCircles(player.position, player.radius, lighterPosition, 50))
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+ {
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+ player.lightEnergy += ENERGY_REFILL_RATIO;
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+ player.color = (Color){ 255, 255, 100, 255 };
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+ }
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+ else player.color = WHITE;
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+
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+ if (player.lightEnergy > MAX_PLAYER_ENERGY) player.lightEnergy = MAX_PLAYER_ENERGY;
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+
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+ // Player vs lights collision detection (depends on lighted level)
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+ if (currentLightedLevel == LEVEL_I)
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+ {
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+ for (int i = 0; i < MAX_LIGHTS_I; i++)
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+ {
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+ // Check player vs lightI collision
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+ if (CheckCollisionCircles(player.position, player.radius, lightsI[i].position, lightsI[i].radius))
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+ {
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+ if (!lightsI[i].active && (player.lightEnergy >= lightsI[i].requiredEnergy))
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+ {
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+ lightsI[i].active = true;
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+ lightsI[i].currentFrame = 1;
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+ player.lightEnergy -= lightsI[i].requiredEnergy;
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+
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+ PlaySound(fxLightOn);
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+ }
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+ }
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+ }
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+ }
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+ else if (currentLightedLevel == LEVEL_II)
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+ {
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+ for (int i = 0; i < MAX_LIGHTS_II; i++)
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+ {
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+ if (CheckCollisionCircles(player.position, player.radius, lightsII[i].position, lightsII[i].radius))
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+ {
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+ if (!lightsII[i].active && (player.lightEnergy >= lightsII[i].requiredEnergy))
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+ {
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+ lightsII[i].active = true;
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+ player.lightEnergy -= lightsII[i].requiredEnergy;
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+
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+ PlaySound(fxLightOn);
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+ }
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+ }
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+ }
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+ }
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+ else if (currentLightedLevel == LEVEL_III)
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+ {
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+ for (int i = 0; i < MAX_LIGHTS_III; i++)
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+ {
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+ if (CheckCollisionCircles(player.position, player.radius, lightsIII[i].position, lightsIII[i].radius))
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+ {
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+ if (!lightsIII[i].active && (player.lightEnergy >= lightsIII[i].requiredEnergy))
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+ {
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+ lightsIII[i].active = true;
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+ player.lightEnergy -= lightsIII[i].requiredEnergy;
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+
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+ PlaySound(fxLightOn);
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+ }
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+ }
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+ }
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+ }
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+
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+ // Lights animation (it doesn't depend on currentLightedLevel)
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+ for (int i = 0; i < MAX_LIGHTS_I; i++)
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+ {
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+ // Light animation
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+ if (lightsI[i].active)
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+ {
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+ lightsI[i].framesCounter++;
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+
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+ if (lightsI[i].framesCounter > 10)
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+ {
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+ lightsI[i].currentFrame++;
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+
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+ if (lightsI[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsI[i].currentFrame = 1;
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+
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+ lightsI[i].framesCounter = 0;
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+ }
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+ }
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+
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+ lightsI[i].frameRec.x = lightsI[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
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+ }
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+
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+ for (int i = 0; i < MAX_LIGHTS_II; i++)
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+ {
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+ // Light animation
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+ if (lightsII[i].active)
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|
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+ {
|
|
|
+ lightsII[i].framesCounter++;
|
|
|
+
|
|
|
+ if (lightsII[i].framesCounter > 10)
|
|
|
+ {
|
|
|
+ lightsII[i].currentFrame++;
|
|
|
+
|
|
|
+ if (lightsII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsII[i].currentFrame = 1;
|
|
|
+
|
|
|
+ lightsII[i].framesCounter = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ lightsII[i].frameRec.x = lightsII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_III; i++)
|
|
|
+ {
|
|
|
+ // Light animation
|
|
|
+ if (lightsIII[i].active)
|
|
|
+ {
|
|
|
+ lightsIII[i].framesCounter++;
|
|
|
+
|
|
|
+ if (lightsIII[i].framesCounter > 10)
|
|
|
+ {
|
|
|
+ lightsIII[i].currentFrame++;
|
|
|
+
|
|
|
+ if (lightsIII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsIII[i].currentFrame = 1;
|
|
|
+
|
|
|
+ lightsIII[i].framesCounter = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ lightsIII[i].frameRec.x = lightsIII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Enemies logic
|
|
|
+ if (!enemiesStopped)
|
|
|
+ {
|
|
|
+ for (int i = 0; i < MAX_ENEMIES; i++)
|
|
|
+ {
|
|
|
+ if (!enemies[i].active) enemies[i].framesCounter++;
|
|
|
+
|
|
|
+ if (enemies[i].framesCounter > enemies[i].awakeFramesDelay) enemies[i].active = true;
|
|
|
+
|
|
|
+ if (enemies[i].active)
|
|
|
+ {
|
|
|
+ // Move to the target
|
|
|
+ Vector2 dir = Vector2Subtract(enemies[i].targetPos, enemies[i].position);
|
|
|
+ Vector2Normalize(&dir);
|
|
|
+
|
|
|
+ enemies[i].position.x += dir.x*enemies[i].speed;
|
|
|
+ enemies[i].position.y += dir.y*enemies[i].speed;
|
|
|
+
|
|
|
+ if (currentLightedLevel == LEVEL_I)
|
|
|
+ {
|
|
|
+ if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsI[enemies[i].targetNum].radius))
|
|
|
+ {
|
|
|
+ lightsI[enemies[i].targetNum].active = false;
|
|
|
+ lightsI[enemies[i].targetNum].framesCounter = 0;
|
|
|
+ lightsI[enemies[i].targetNum].currentFrame = 0;
|
|
|
+ lightsI[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
|
|
|
+
|
|
|
+ EnemyReset(&enemies[i]);
|
|
|
+
|
|
|
+ PlaySound(fxLightOff);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (currentLightedLevel == LEVEL_II)
|
|
|
+ {
|
|
|
+ if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsII[enemies[i].targetNum].radius))
|
|
|
+ {
|
|
|
+ lightsII[enemies[i].targetNum].active = false;
|
|
|
+ lightsII[enemies[i].targetNum].framesCounter = 0;
|
|
|
+ lightsII[enemies[i].targetNum].currentFrame = 0;
|
|
|
+ lightsII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
|
|
|
+
|
|
|
+ EnemyReset(&enemies[i]);
|
|
|
+
|
|
|
+ PlaySound(fxLightOff);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (currentLightedLevel == LEVEL_III)
|
|
|
+ {
|
|
|
+ if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsIII[enemies[i].targetNum].radius))
|
|
|
+ {
|
|
|
+ lightsIII[enemies[i].targetNum].active = false;
|
|
|
+ lightsIII[enemies[i].targetNum].framesCounter = 0;
|
|
|
+ lightsIII[enemies[i].targetNum].currentFrame = 0;
|
|
|
+ lightsIII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
|
|
|
+
|
|
|
+ EnemyReset(&enemies[i]);
|
|
|
+
|
|
|
+ PlaySound(fxLightOff);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Check current light energy (for right bar)
|
|
|
+ currentLightEnergy = 0;
|
|
|
+
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_I; i++) if (lightsI[i].active) currentLightEnergy += lightsI[i].requiredEnergy;
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_II; i++) if (lightsII[i].active) currentLightEnergy += lightsII[i].requiredEnergy;
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_III; i++) if (lightsIII[i].active) currentLightEnergy += lightsIII[i].requiredEnergy;
|
|
|
+
|
|
|
+ // Check current lighted level
|
|
|
+ // Check ending conditions: all lights off, ritual level reached
|
|
|
+ previousLightedLevel = currentLightedLevel;
|
|
|
+
|
|
|
+ currentLightedLevel = LEVEL_I;
|
|
|
+
|
|
|
+ bool lightedLevel = true;
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_I; i++) if (!lightsI[i].active) lightedLevel = false;
|
|
|
+ if (lightedLevel) currentLightedLevel = LEVEL_II;
|
|
|
+
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_II; i++) if (!lightsII[i].active) lightedLevel = false;
|
|
|
+ if (lightedLevel) currentLightedLevel = LEVEL_III;
|
|
|
+
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_III; i++) if (!lightsIII[i].active) lightedLevel = false;
|
|
|
+ if (lightedLevel)
|
|
|
+ {
|
|
|
+ currentLightedLevel = LEVEL_FINISHED;
|
|
|
+
|
|
|
+ for (int i = 0; i < MAX_ENEMIES; i++) enemies[i].active = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (currentLightedLevel != previousLightedLevel) for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]);
|
|
|
+
|
|
|
+ ritualTime = (float)framesCounter/60;
|
|
|
+
|
|
|
+ // Check game over condition (time run out)
|
|
|
+ if ((99.0f - ritualTime) <= 0.0f)
|
|
|
+ {
|
|
|
+ ritualTime = 99.0f;
|
|
|
+ timeOver = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (startRitual)
|
|
|
+ {
|
|
|
+ alphaRitual += 0.02f;
|
|
|
+
|
|
|
+ SetMusicVolume(1.0f - alphaRitual);
|
|
|
+
|
|
|
+ if (alphaRitual > 1.0f) finishScreen = 1;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+// Gameplay Screen Draw logic
|
|
|
+void DrawGameplayScreen(void)
|
|
|
+{
|
|
|
+ DrawTexture(background, 0, 0, WHITE);
|
|
|
+
|
|
|
+ // DrawText("STARS ARE ALIGNED! NO TIME TO LOOSE! LIGHT MY RITUAL!",
|
|
|
+
|
|
|
+ // Draw foreground and circles
|
|
|
+ if ((currentLightedLevel == LEVEL_FINISHED) || (currentLightedLevel == LEVEL_III)) DrawTexture(foregroundIII, 0, 0, WHITE);
|
|
|
+ else if (currentLightedLevel == LEVEL_II) DrawTexture(foregroundII, 0, 0, WHITE);
|
|
|
+ else if (currentLightedLevel == LEVEL_I) DrawTexture(foregroundI, 0, 0, WHITE);
|
|
|
+
|
|
|
+ // Draw lighted circles (depends on current lighted level)
|
|
|
+ switch (currentLightedLevel)
|
|
|
+ {
|
|
|
+ case LEVEL_FINISHED:
|
|
|
+ {
|
|
|
+ DrawTexture(circleIIIon, GetScreenWidth()/2 - circleIIIon.width/2, GetScreenHeight()/2 - circleIIIon.height/2, WHITE);
|
|
|
+ DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE);
|
|
|
+ DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
|
|
|
+ } break;
|
|
|
+ case LEVEL_III:
|
|
|
+ {
|
|
|
+ DrawTexture(circleIIIoff, GetScreenWidth()/2 - circleIIIoff.width/2, GetScreenHeight()/2 - circleIIIoff.height/2, WHITE);
|
|
|
+ DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE);
|
|
|
+ DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
|
|
|
+ } break;
|
|
|
+ case LEVEL_II:
|
|
|
+ {
|
|
|
+ DrawTexture(circleIIoff, GetScreenWidth()/2 - circleIIoff.width/2, GetScreenHeight()/2 - circleIIoff.height/2, WHITE);
|
|
|
+ DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
|
|
|
+ } break;
|
|
|
+ case LEVEL_I:
|
|
|
+ {
|
|
|
+ DrawTexture(circleIoff, GetScreenWidth()/2 - circleIoff.width/2, GetScreenHeight()/2 - circleIoff.height/2, WHITE);
|
|
|
+ } break;
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Draw lights (depends on current lighted level)
|
|
|
+ switch (currentLightedLevel)
|
|
|
+ {
|
|
|
+ case LEVEL_FINISHED:
|
|
|
+ case LEVEL_III:
|
|
|
+ {
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_III; i++)
|
|
|
+ {
|
|
|
+ //if (lightsIII[i].active) DrawCircleV(lightsIII[i].position, lightsIII[i].radius, GOLD);
|
|
|
+ //else DrawCircleLines(lightsIII[i].position.x, lightsIII[i].position.y, lightsIII[i].radius, GRAY);
|
|
|
+
|
|
|
+ if (lightsIII[i].active)
|
|
|
+ {
|
|
|
+ DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE);
|
|
|
+ DrawTexture(lightGlow, lightsIII[i].position.x - lightGlow.width/2, lightsIII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
|
|
|
+ DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, GRAY);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE);
|
|
|
+ DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, YELLOW);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ case LEVEL_II:
|
|
|
+ {
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_II; i++)
|
|
|
+ {
|
|
|
+ //if (lightsII[i].active) DrawCircleV(lightsII[i].position, lightsII[i].radius, GOLD);
|
|
|
+ //else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY);
|
|
|
+
|
|
|
+ if (lightsII[i].active)
|
|
|
+ {
|
|
|
+ DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE);
|
|
|
+ DrawTexture(lightGlow, lightsII[i].position.x - lightGlow.width/2, lightsII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
|
|
|
+ DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, GRAY);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE);
|
|
|
+ DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, YELLOW);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ case LEVEL_I:
|
|
|
+ {
|
|
|
+ for (int i = 0; i < MAX_LIGHTS_I; i++)
|
|
|
+ {
|
|
|
+ //if (lightsI[i].active) DrawCircleV(lightsI[i].position, lightsI[i].radius, GOLD);
|
|
|
+ //else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY);
|
|
|
+
|
|
|
+ if (lightsI[i].active)
|
|
|
+ {
|
|
|
+ DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE);
|
|
|
+ DrawTexture(lightGlow, lightsI[i].position.x - lightGlow.width/2, lightsI[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
|
|
|
+ DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, GRAY);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE);
|
|
|
+ DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, YELLOW);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Draw main lighter
|
|
|
+ DrawTexture(book, GetScreenWidth()/2 - book.width/2, GetScreenHeight()/2, WHITE);
|
|
|
+ DrawTexture(lightRay, GetScreenWidth()/2 - lightRay.width/2, 0, Fade(WHITE, 0.5f));
|
|
|
+
|
|
|
+ // Draw player
|
|
|
+ //DrawCircleV(player.position, player.radius, player.color);
|
|
|
+ DrawTexture(texPlayer, player.position.x - 32, player.position.y - 32, player.color);
|
|
|
+
|
|
|
+ if (currentLightedLevel != LEVEL_FINISHED)
|
|
|
+ {
|
|
|
+ // Draw enemies (depends on current lighted level)
|
|
|
+ for (int i = 0; i < MAX_ENEMIES; i++)
|
|
|
+ {
|
|
|
+ if (enemies[i].active)
|
|
|
+ {
|
|
|
+ //DrawCircleV(enemies[i].position, enemies[i].radius, enemies[i].color);
|
|
|
+ DrawTextureRec(texEnemy, (Rectangle){ 0, 0, 64, 64 }, (Vector2){ enemies[i].position.x - 32, enemies[i].position.y - 32 }, WHITE);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Draw time left for ritual
|
|
|
+ DrawTextEx(font, FormatText("%02.2f", (99.0f - ritualTime)), (Vector2){ 560, 20 }, font.size, 0, WHITE);
|
|
|
+
|
|
|
+ // Draw light energy bar
|
|
|
+ DrawRectangle(20, 30, 400, 20, GRAY);
|
|
|
+ DrawRectangle(20, 30, (400*player.lightEnergy)/MAX_PLAYER_ENERGY, 20, GOLD);
|
|
|
+ DrawRectangleLines(20, 30, 400, 20, LIGHTGRAY);
|
|
|
+ DrawText(FormatText("%03.0f", player.lightEnergy), 430, 30, 20, WHITE);
|
|
|
+
|
|
|
+ // Draw level lighted bar (for completion)
|
|
|
+ DrawRectangle(GetScreenWidth() - 40, 30, 20, 660, GRAY);
|
|
|
+ DrawRectangle(GetScreenWidth() - 40, 30 + 660 - 660*currentLightEnergy/maxLightEnergy, 20, 660*currentLightEnergy/maxLightEnergy, YELLOW);
|
|
|
+ DrawRectangleLines(GetScreenWidth() - 40, 30, 20, 660, LIGHTGRAY);
|
|
|
+
|
|
|
+ // Show message: "You run out of light!!!" if player.lightEnergy <= 0
|
|
|
+ if (player.lightEnergy < 2)
|
|
|
+ {
|
|
|
+ if ((framesCounter/20)%2) DrawTextEx(font, "YOU'RE RUNNING OUT OF LIGHT!", (Vector2){ 20, 60 }, font.size/2, 0, WHITE);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (!timeOver) // LEVEL_FINISHED
|
|
|
+ {
|
|
|
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f));
|
|
|
+
|
|
|
+ // Wait some time before jumping to ending: raylib
|
|
|
+ DrawTexture(texRitual, GetScreenWidth()/2 - texRitual.width/2, 100, WHITE);
|
|
|
+ DrawTextEx(font, FormatText("BEST LIGHTING TIME: %02.2f", ritualTime), (Vector2){ 320, 340 }, 50, 0, WHITE);
|
|
|
+ DrawTextEx(font, "PRESS ENTER to START the RITUAL", (Vector2){ 160, 480 }, 60, 0, WHITE);
|
|
|
+
|
|
|
+ if (IsKeyPressed(KEY_ENTER)) startRitual = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (timeOver)
|
|
|
+ {
|
|
|
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f));
|
|
|
+
|
|
|
+ DrawTexture(texTimeOver, GetScreenWidth()/2 - texTimeOver.width/2, 140, WHITE);
|
|
|
+ DrawTextEx(font, FormatText("NEXT STARS ALIGNMENT IN %i YEARS", nextStarsAlignment), (Vector2){ 200, 360 }, 50, 0, WHITE);
|
|
|
+ DrawTextEx(font, "PRESS ENTER to GO HOME...", (Vector2){ 260, 480 }, 60, 0, WHITE);
|
|
|
+
|
|
|
+ if (IsKeyPressed(KEY_ENTER)) finishScreen = 2;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (startRitual) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, alphaRitual));
|
|
|
+
|
|
|
+ if (pause) DrawTextEx(font, "RITUAL PAUSED", (Vector2){ GetScreenWidth()/2 - MeasureText("RITUAL PAUSED", 40)/2, 110 }, 50, 0, WHITE);
|
|
|
+}
|
|
|
+
|
|
|
+// Gameplay Screen Unload logic
|
|
|
+void UnloadGameplayScreen(void)
|
|
|
+{
|
|
|
+ // Unload GAMEPLAY screen variables here!
|
|
|
+ UnloadTexture(background);
|
|
|
+ UnloadTexture(foregroundI);
|
|
|
+ UnloadTexture(foregroundII);
|
|
|
+ UnloadTexture(foregroundIII);
|
|
|
+ UnloadTexture(texPlayer);
|
|
|
+ UnloadTexture(texEnemy);
|
|
|
+ UnloadTexture(texLight);
|
|
|
+ UnloadTexture(lightGlow);
|
|
|
+ UnloadTexture(lightRay);
|
|
|
+ UnloadTexture(book);
|
|
|
+ UnloadTexture(texRitual);
|
|
|
+ UnloadTexture(texTimeOver);
|
|
|
+
|
|
|
+ // Unload circles
|
|
|
+ UnloadTexture(circleIoff);
|
|
|
+ UnloadTexture(circleIIoff);
|
|
|
+ UnloadTexture(circleIIIoff);
|
|
|
+ UnloadTexture(circleIon);
|
|
|
+ UnloadTexture(circleIIon);
|
|
|
+ UnloadTexture(circleIIIon);
|
|
|
+
|
|
|
+ // Unload sounds
|
|
|
+ UnloadSound(fxLightOn);
|
|
|
+ UnloadSound(fxLightOff);
|
|
|
+}
|
|
|
+
|
|
|
+// Gameplay Screen should finish?
|
|
|
+int FinishGameplayScreen(void)
|
|
|
+{
|
|
|
+ return finishScreen;
|
|
|
+}
|
|
|
+
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+// Module Functions Definitions (local)
|
|
|
+//------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+// Check two colors if equal
|
|
|
+static bool ColorEqual(Color col1, Color col2)
|
|
|
+{
|
|
|
+ return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
|
|
|
+}
|
|
|
+
|
|
|
+// Substract two vectors
|
|
|
+static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
|
|
|
+{
|
|
|
+ Vector2 result;
|
|
|
+
|
|
|
+ result.x = v1.x - v2.x;
|
|
|
+ result.y = v1.y - v2.y;
|
|
|
+
|
|
|
+ return result;
|
|
|
+}
|
|
|
+
|
|
|
+// Normalize provided vector
|
|
|
+static void Vector2Normalize(Vector2 *v)
|
|
|
+{
|
|
|
+ float length, ilength;
|
|
|
+
|
|
|
+ length = sqrt(v->x*v->x + v->y*v->y);
|
|
|
+
|
|
|
+ if (length == 0) length = 1.0f;
|
|
|
+
|
|
|
+ ilength = 1.0f/length;
|
|
|
+
|
|
|
+ v->x *= ilength;
|
|
|
+ v->y *= ilength;
|
|
|
+}
|
|
|
+
|
|
|
+// Reset enemy parameters
|
|
|
+// NOTE: Depends on currentLightedLevel
|
|
|
+static void EnemyReset(Enemy *enemy)
|
|
|
+{
|
|
|
+ enemy->active = false;
|
|
|
+ enemy->framesCounter = 0;
|
|
|
+ enemy->color = RED;
|
|
|
+ enemy->radius = 10;
|
|
|
+
|
|
|
+ int side = GetRandomValue(0, 1);
|
|
|
+
|
|
|
+ if (side) enemy->position = (Vector2){ GetRandomValue(50, 150), GetRandomValue(50, GetScreenHeight() - 50) };
|
|
|
+ else enemy->position = (Vector2){ GetRandomValue(GetScreenWidth() - 150, GetScreenWidth() - 50), GetRandomValue(50, GetScreenHeight() - 50) };
|
|
|
+
|
|
|
+ // TODO: Choose only active lights
|
|
|
+ // TODO: if currentLightedLevel has no active lights, choose light from a lower level!
|
|
|
+
|
|
|
+ if (currentLightedLevel == LEVEL_I)
|
|
|
+ {
|
|
|
+ enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_I - 1); // LEVEL_I
|
|
|
+ enemy->targetPos = lightsI[enemy->targetNum].position;
|
|
|
+ enemy->speed = (float)GetRandomValue(15, 20)/10.0f;
|
|
|
+ enemy->awakeFramesDelay = GetRandomValue(90, 400);
|
|
|
+ }
|
|
|
+ else if (currentLightedLevel == LEVEL_II)
|
|
|
+ {
|
|
|
+ enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_II - 1); // LEVEL_II
|
|
|
+ enemy->targetPos = lightsII[enemy->targetNum].position;
|
|
|
+ enemy->speed = (float)GetRandomValue(10, 20)/10.0f;
|
|
|
+ enemy->awakeFramesDelay = GetRandomValue(240, 800);
|
|
|
+ }
|
|
|
+ else if (currentLightedLevel == LEVEL_III)
|
|
|
+ {
|
|
|
+ enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_III - 1); // LEVEL_III
|
|
|
+ enemy->targetPos = lightsIII[enemy->targetNum].position;
|
|
|
+ enemy->speed = (float)GetRandomValue(8, 18)/10.0f;
|
|
|
+ enemy->awakeFramesDelay = GetRandomValue(180, 1200);
|
|
|
+ }
|
|
|
+}
|