|
@@ -32,7 +32,7 @@
|
|
#define MAX_SAMPLES_SPEED 7 // Max speed for samples movement
|
|
#define MAX_SAMPLES_SPEED 7 // Max speed for samples movement
|
|
#define MIN_SAMPLES_SPEED 3 // Min speed for samples movement
|
|
#define MIN_SAMPLES_SPEED 3 // Min speed for samples movement
|
|
#define SAMPLES_SPACING 100 // Separation between samples in pixels
|
|
#define SAMPLES_SPACING 100 // Separation between samples in pixels
|
|
-#define SAMPLES_MULTIPLIER 500 // Defines sample data scaling value (it would be adjusted to MAX_GAME_HEIGHT)
|
|
|
|
|
|
+#define SAMPLES_MULTIPLIER 700 // Defines sample data scaling value (it would be adjusted to MAX_GAME_HEIGHT)
|
|
#define MAX_GAME_HEIGHT 400 // Defines max possible amplitude between samples (game area)
|
|
#define MAX_GAME_HEIGHT 400 // Defines max possible amplitude between samples (game area)
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------------
|
|
@@ -47,8 +47,8 @@ typedef struct Player {
|
|
} Player;
|
|
} Player;
|
|
|
|
|
|
typedef struct Sample {
|
|
typedef struct Sample {
|
|
- float value;
|
|
|
|
Vector2 position;
|
|
Vector2 position;
|
|
|
|
+ float value; // Raw audio sample value (normalized)
|
|
int radius;
|
|
int radius;
|
|
bool active; // Define if sample is active (can be collected)
|
|
bool active; // Define if sample is active (can be collected)
|
|
bool collected; // Define if sample has been collected
|
|
bool collected; // Define if sample has been collected
|
|
@@ -72,8 +72,8 @@ static Rectangle playerArea; // Define player movement area (and sample colle
|
|
static float warpCounter; // Time warp counter
|
|
static float warpCounter; // Time warp counter
|
|
static float synchro; // Calculates collected samples relation [0..1]
|
|
static float synchro; // Calculates collected samples relation [0..1]
|
|
|
|
|
|
-//static int combo;
|
|
|
|
-//static int maxCombo;
|
|
|
|
|
|
+static int combo;
|
|
|
|
+static int maxCombo;
|
|
|
|
|
|
static Rectangle waveRec;
|
|
static Rectangle waveRec;
|
|
|
|
|
|
@@ -93,19 +93,16 @@ static Texture2D texSampleMid;
|
|
static Texture2D texSampleBig;
|
|
static Texture2D texSampleBig;
|
|
static Texture2D texLine;
|
|
static Texture2D texLine;
|
|
|
|
|
|
-//static RenderTexture2D waveTarget;
|
|
|
|
|
|
+static RenderTexture2D waveTarget;
|
|
|
|
|
|
static Sound fxSampleOn; // Collected sample sound
|
|
static Sound fxSampleOn; // Collected sample sound
|
|
static Sound fxSampleOff; // Miss sample sound
|
|
static Sound fxSampleOff; // Miss sample sound
|
|
-static Sound fxWave; // Sound from wave sample
|
|
|
|
static Sound fxPause; // Pause sound
|
|
static Sound fxPause; // Pause sound
|
|
// Debug variables
|
|
// Debug variables
|
|
|
|
|
|
//------------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------------
|
|
// Module Functions Declaration (local)
|
|
// Module Functions Declaration (local)
|
|
//------------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------------
|
|
-//static void DrawWave(float *waveData, int sampleCount, Rectangle bounds, Color color);
|
|
|
|
-//static void DrawWaveEx(float *waveData, int sampleCount, int playedSamples, Rectangle bounds, Color color);
|
|
|
|
static void DrawSamples(Sample *samples, int sampleCount, int playedSamples, Rectangle bounds, Color color);
|
|
static void DrawSamples(Sample *samples, int sampleCount, int playedSamples, Rectangle bounds, Color color);
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------------
|
|
@@ -129,7 +126,7 @@ void InitGameplayScreen(void)
|
|
texLine = LoadTexture("resources/textures/line.png");
|
|
texLine = LoadTexture("resources/textures/line.png");
|
|
|
|
|
|
waveRec = (Rectangle){ 32, 32, 1280 - 64, 105 };
|
|
waveRec = (Rectangle){ 32, 32, 1280 - 64, 105 };
|
|
- //RenderTexture2D waveTarget = LoadRenderTexture(waveRec.width, waveRec.height);
|
|
|
|
|
|
+ waveTarget = LoadRenderTexture(waveRec.width, waveRec.height);
|
|
|
|
|
|
// Sound loading
|
|
// Sound loading
|
|
fxSampleOn = LoadSound("resources/audio/sample_on.wav");
|
|
fxSampleOn = LoadSound("resources/audio/sample_on.wav");
|
|
@@ -151,11 +148,13 @@ void InitGameplayScreen(void)
|
|
|
|
|
|
warpCounter = 395;
|
|
warpCounter = 395;
|
|
synchro = 0.2f;
|
|
synchro = 0.2f;
|
|
|
|
+
|
|
|
|
+ combo = 0;
|
|
|
|
+ maxCombo = 0;
|
|
|
|
|
|
// Initialize wave and samples data
|
|
// Initialize wave and samples data
|
|
Wave wave = LoadWave("resources/audio/wave.ogg");
|
|
Wave wave = LoadWave("resources/audio/wave.ogg");
|
|
- float *waveData = GetWaveData(wave);
|
|
|
|
- //printf("Wave total samples: %i\n", wave.sampleCount);
|
|
|
|
|
|
+ float *waveData = GetWaveData(wave); // TODO: Be careful with channels!
|
|
|
|
|
|
// We calculate the required parameters to adjust audio time to gameplay time
|
|
// We calculate the required parameters to adjust audio time to gameplay time
|
|
// that way samples collected correspond to audio playing
|
|
// that way samples collected correspond to audio playing
|
|
@@ -166,7 +165,7 @@ void InitGameplayScreen(void)
|
|
|
|
|
|
totalSamples = wave.sampleCount/samplesDivision;
|
|
totalSamples = wave.sampleCount/samplesDivision;
|
|
|
|
|
|
- fxWave = LoadSoundFromWave(wave);
|
|
|
|
|
|
+ // We don't need wave any more (already got waveData)
|
|
UnloadWave(wave);
|
|
UnloadWave(wave);
|
|
|
|
|
|
collectedSamples = 0;
|
|
collectedSamples = 0;
|
|
@@ -275,6 +274,9 @@ void UpdateGameplayScreen(void)
|
|
collectedSamples++;
|
|
collectedSamples++;
|
|
synchro += 0.02;
|
|
synchro += 0.02;
|
|
|
|
|
|
|
|
+ combo++;
|
|
|
|
+ if (combo > maxCombo) maxCombo = combo;
|
|
|
|
+
|
|
if (synchro >= 1.0f) synchro = 1.0f;
|
|
if (synchro >= 1.0f) synchro = 1.0f;
|
|
|
|
|
|
// Set sound pitch depending on sample position (base pitch: 1.0f)
|
|
// Set sound pitch depending on sample position (base pitch: 1.0f)
|
|
@@ -292,9 +294,12 @@ void UpdateGameplayScreen(void)
|
|
{
|
|
{
|
|
samples[i].active = false;
|
|
samples[i].active = false;
|
|
|
|
|
|
- //PlaySound(fxSampleOff);
|
|
|
|
-
|
|
|
|
- if (!samples[i].collected) synchro -= 0.05f;
|
|
|
|
|
|
+ if (!samples[i].collected)
|
|
|
|
+ {
|
|
|
|
+ synchro -= 0.05f;
|
|
|
|
+ PlaySound(fxSampleOff);
|
|
|
|
+ combo = 0;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
@@ -321,7 +326,7 @@ void UpdateGameplayScreen(void)
|
|
}
|
|
}
|
|
|
|
|
|
// Check ending conditions
|
|
// Check ending conditions
|
|
- if (currentSample >= totalSamples)
|
|
|
|
|
|
+ if (currentSample >= totalSamples - 1)
|
|
{
|
|
{
|
|
StopMusicStream(music);
|
|
StopMusicStream(music);
|
|
endingStatus = 1; // Win
|
|
endingStatus = 1; // Win
|
|
@@ -362,9 +367,9 @@ void DrawGameplayScreen(void)
|
|
//DrawCircleV(samples[i].position, samples[i].radius, col);
|
|
//DrawCircleV(samples[i].position, samples[i].radius, col);
|
|
if (!samples[i].collected)
|
|
if (!samples[i].collected)
|
|
{
|
|
{
|
|
- // TODO: Draw differnt size samples
|
|
|
|
- DrawTexture(texSampleMid, samples[i].position.x - texSampleMid.width/2, samples[i].position.y - texSampleMid.height/2, col);
|
|
|
|
-
|
|
|
|
|
|
+ if (combo > 50) DrawTexture(texSampleSmall, samples[i].position.x - texSampleSmall.width/2, samples[i].position.y - texSampleSmall.height/2, col);
|
|
|
|
+ else if (combo > 25) DrawTexture(texSampleMid, samples[i].position.x - texSampleMid.width/2, samples[i].position.y - texSampleMid.height/2, col);
|
|
|
|
+ else DrawTexture(texSampleBig, samples[i].position.x - texSampleSmall.width/2, samples[i].position.y - texSampleBig.height/2, col);
|
|
}
|
|
}
|
|
|
|
|
|
if (i < (currentSample + 1)) col = Fade(GRAY, 0.3f);
|
|
if (i < (currentSample + 1)) col = Fade(GRAY, 0.3f);
|
|
@@ -378,9 +383,11 @@ void DrawGameplayScreen(void)
|
|
float d = sqrtf(dx*dx + dy*dy);
|
|
float d = sqrtf(dx*dx + dy*dy);
|
|
float angle = asinf(dy/d);
|
|
float angle = asinf(dy/d);
|
|
|
|
|
|
- // TODO: Draw lines using textures - IMPROVE!
|
|
|
|
|
|
+ // Draw lines using textures
|
|
//DrawTextureEx(texLine, (Vector2){ samples[i].position.x - 2, samples[i].position.y - 2 }, -RAD2DEG*angle, d/SAMPLES_SPACING, col);
|
|
//DrawTextureEx(texLine, (Vector2){ samples[i].position.x - 2, samples[i].position.y - 2 }, -RAD2DEG*angle, d/SAMPLES_SPACING, col);
|
|
-
|
|
|
|
|
|
+
|
|
|
|
+ // Draw lines using textures - IMPROVED
|
|
|
|
+ // TODO: Further improving to draw lines properly
|
|
DrawTexturePro(texLine, (Rectangle){ 0, 0, texLine.width, texLine.height },
|
|
DrawTexturePro(texLine, (Rectangle){ 0, 0, texLine.width, texLine.height },
|
|
(Rectangle){ samples[i].position.x, samples[i].position.y, (float)texLine.width*d/SAMPLES_SPACING, texLine.height },
|
|
(Rectangle){ samples[i].position.x, samples[i].position.y, (float)texLine.width*d/SAMPLES_SPACING, texLine.height },
|
|
(Vector2){ 0, (float)texLine.height/2 }, -RAD2DEG*angle, col);
|
|
(Vector2){ 0, (float)texLine.height/2 }, -RAD2DEG*angle, col);
|
|
@@ -398,6 +405,9 @@ void DrawGameplayScreen(void)
|
|
//DrawText(FormatText("%05i", collectedSamples), 900, 200, 40, GRAY);
|
|
//DrawText(FormatText("%05i", collectedSamples), 900, 200, 40, GRAY);
|
|
//DrawText(FormatText("%05i", totalSamples), 900, 250, 40, GRAY);
|
|
//DrawText(FormatText("%05i", totalSamples), 900, 250, 40, GRAY);
|
|
DrawTextEx(font, FormatText("%05i / %05i", collectedSamples, totalSamples), (Vector2){810, 170}, font.size, -2, SKYBLUE);
|
|
DrawTextEx(font, FormatText("%05i / %05i", collectedSamples, totalSamples), (Vector2){810, 170}, font.size, -2, SKYBLUE);
|
|
|
|
+
|
|
|
|
+ // Draw combo
|
|
|
|
+ DrawTextEx(font, FormatText("Combo: %02i [max: %02i]", combo, maxCombo), (Vector2){200, 170}, font.size/2, -2, SKYBLUE);
|
|
|
|
|
|
// Draw synchonicity level
|
|
// Draw synchonicity level
|
|
DrawRectangle(99, 622, 395, 32, Fade(RAYWHITE, 0.8f));
|
|
DrawRectangle(99, 622, 395, 32, Fade(RAYWHITE, 0.8f));
|
|
@@ -421,19 +431,20 @@ void DrawGameplayScreen(void)
|
|
|
|
|
|
// Draw wave
|
|
// Draw wave
|
|
// NOTE: Old drawing method, replaced by rendertarget
|
|
// NOTE: Old drawing method, replaced by rendertarget
|
|
- DrawSamples(samples, totalSamples, currentSample, waveRec, MAROON);
|
|
|
|
- DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY);
|
|
|
|
|
|
+ //DrawSamples(samples, totalSamples, currentSample, waveRec, MAROON);
|
|
|
|
+ //DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY);
|
|
//DrawRectangleLines(20, 20, 1240, 140, DARKGRAY);
|
|
//DrawRectangleLines(20, 20, 1240, 140, DARKGRAY);
|
|
//DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY);
|
|
//DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY);
|
|
|
|
|
|
- // TODO: Draw wave using render target --> It FAILS! Need to review...
|
|
|
|
- /*
|
|
|
|
|
|
+ // Draw wave using render target
|
|
|
|
+ ClearBackground(BLANK);
|
|
BeginTextureMode(waveTarget);
|
|
BeginTextureMode(waveTarget);
|
|
DrawSamples(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
|
|
DrawSamples(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
|
|
EndTextureMode();
|
|
EndTextureMode();
|
|
|
|
|
|
|
|
+ // TODO: Apply antialiasing shader
|
|
DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
|
|
DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
|
|
- */
|
|
|
|
|
|
+ DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
|
|
}
|
|
}
|
|
|
|
|
|
// Gameplay Screen Unload logic
|
|
// Gameplay Screen Unload logic
|
|
@@ -447,15 +458,14 @@ void UnloadGameplayScreen(void)
|
|
UnloadTexture(texSampleBig);
|
|
UnloadTexture(texSampleBig);
|
|
UnloadTexture(texLine);
|
|
UnloadTexture(texLine);
|
|
|
|
|
|
- //UnloadRenderTexture(waveTarget);
|
|
|
|
|
|
+ UnloadRenderTexture(waveTarget);
|
|
|
|
|
|
// Unload sounds
|
|
// Unload sounds
|
|
UnloadSound(fxSampleOn);
|
|
UnloadSound(fxSampleOn);
|
|
UnloadSound(fxSampleOff);
|
|
UnloadSound(fxSampleOff);
|
|
- UnloadSound(fxWave);
|
|
|
|
UnloadSound(fxPause);
|
|
UnloadSound(fxPause);
|
|
|
|
|
|
- //free(samples); // Unload game samples (crashes game)
|
|
|
|
|
|
+ free(samples); // Unload game samples (crashes game)
|
|
}
|
|
}
|
|
|
|
|
|
// Gameplay Screen should finish?
|
|
// Gameplay Screen should finish?
|