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authorRay <[email protected]>2016-01-31 15:31:51 +0100
committerRay <[email protected]>2016-01-31 15:31:51 +0100
commite484d58d9c9cc9a081675e2ceef4d55a276ce43c (patch)
tree0c11503703ed16cac08f686b56a1040e79f7745a /games/light_my_ritual/screens/screen_gameplay.c
parent708e8c558cb843b5e4b071bc2b99102533bafaea (diff)
downloadraylib-e484d58d9c9cc9a081675e2ceef4d55a276ce43c.tar.gz
raylib-e484d58d9c9cc9a081675e2ceef4d55a276ce43c.zip
Uploaded gamejam game sources
Diffstat (limited to 'games/light_my_ritual/screens/screen_gameplay.c')
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+/**********************************************************************************************
+*
+* raylib - Advance Game template
+*
+* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+#include <math.h>
+
+#define MAX_LIGHTS_I 8
+#define MAX_LIGHTS_II 12
+#define MAX_LIGHTS_III 20
+
+#define MAX_ENEMIES 8
+
+#define MAX_PLAYER_ENERGY 40.0f
+#define ENERGY_REFILL_RATIO 0.2f
+
+#define GAMEPAD_SENSITIVITY 4.0f // More sensitivity, more speed :P
+
+#define LIGHT_ANIM_FRAMES 7
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct Player {
+ Vector2 position;
+ Vector2 speed;
+ int radius;
+ Color color;
+ float lightEnergy;
+} Player;
+
+typedef struct Enemy {
+ Vector2 position;
+ Vector2 targetPos; // light target position
+ int targetNum; // light target number
+ float speed; // scalar value
+ int radius;
+ int active;
+ int awakeFramesDelay;
+ int framesCounter;
+ Color color;
+} Enemy;
+
+typedef struct Light {
+ Vector2 position;
+ int radius;
+ int requiredEnergy;
+ bool active;
+ Color color;
+
+ int framesCounter;
+ int currentFrame;
+ Rectangle frameRec;
+} Light;
+
+typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//static Texture2D background;
+
+static bool pause;
+
+static Player player;
+
+static Light lightsI[MAX_LIGHTS_I];
+static Light lightsII[MAX_LIGHTS_II];
+static Light lightsIII[MAX_LIGHTS_III];
+
+static Enemy enemies[MAX_ENEMIES];
+
+static int ritualLevel;
+static int previousLightedLevel;
+static int currentLightedLevel;
+
+static Vector2 lighterPosition;
+
+static int maxLightEnergy;
+static int currentLightEnergy;
+
+static float ritualTime;
+static bool startRitual;
+static float alphaRitual;
+
+static bool timeOver;
+static int nextStarsAlignment;
+
+static Texture2D background;
+static Texture2D foregroundI;
+static Texture2D foregroundII;
+static Texture2D foregroundIII;
+static Texture2D texPlayer;
+static Texture2D texEnemy;
+static Texture2D texLight;
+static Texture2D lightGlow;
+static Texture2D lightRay;
+static Texture2D book;
+static Texture2D texRitual;
+static Texture2D texTimeOver;
+static Texture2D circleIoff, circleIIoff, circleIIIoff;
+static Texture2D circleIon, circleIIon, circleIIIon;
+
+static Rectangle lightOff, lightOn;
+
+static Sound fxLightOn, fxLightOff;
+
+// Debug variables
+static bool enemiesStopped;
+
+//------------------------------------------------------------------------------------
+// Module Functions Declaration (local)
+//------------------------------------------------------------------------------------
+static bool ColorEqual(Color col1, Color col2); // Check if two colors are equal
+static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
+static void Vector2Normalize(Vector2 *v);
+static void EnemyReset(Enemy *enemy);
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitGameplayScreen(void)
+{
+ framesCounter = 0;
+ finishScreen = 0;
+ pause = false;
+
+ // Textures loading
+ background = LoadTexture("resources/textures/background.png");
+ foregroundI = LoadTexture("resources/textures/foreground_level_i.png");
+ foregroundII = LoadTexture("resources/textures/foreground_level_ii.png");
+ foregroundIII = LoadTexture("resources/textures/foreground_level_iii.png");
+ texPlayer = LoadTexture("resources/textures/player.png");
+ texEnemy = LoadTexture("resources/textures/enemy.png");
+ texLight = LoadTexture("resources/textures/light.png");
+ lightGlow = LoadTexture("resources/textures/light_glow.png");
+ lightRay = LoadTexture("resources/textures/light_ray.png");
+ book = LoadTexture("resources/textures/book.png");
+ texRitual = LoadTexture("resources/textures/msg_ritual.png");
+ texTimeOver = LoadTexture("resources/textures/time_over.png");
+
+ circleIoff = LoadTexture("resources/textures/circle_level_i_off.png");
+ circleIIoff = LoadTexture("resources/textures/circle_level_ii_off.png");
+ circleIIIoff = LoadTexture("resources/textures/circle_level_iii_off.png");
+ circleIon = LoadTexture("resources/textures/circle_level_i_on.png");
+ circleIIon = LoadTexture("resources/textures/circle_level_ii_on.png");
+ circleIIIon = LoadTexture("resources/textures/circle_level_iii_on.png");
+
+ lightOff = (Rectangle){ 0, 0, 64, 64 };
+ lightOn = (Rectangle){ 64, 0, 64, 64 };
+
+ fxLightOn = LoadSound("resources/audio/light_on.wav");
+ fxLightOff = LoadSound("resources/audio/light_off.wav");
+
+ // Initialize player
+ player.position = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 40 };
+ player.radius = 20;
+ player.speed = (Vector2){5, 5};
+ player.color = WHITE;
+
+ // Initialize lights positions based on lights map image data
+ int kI = 0, kII = 0, kIII = 0;
+ for (int y = 0; y < lightsMapHeight; y++)
+ {
+ for (int x = 0; x < lightsMapWidth; x++)
+ {
+ if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 255, 0, 0, 255 }))
+ {
+ // Store light position I
+ lightsI[kI].position.x = (float)x*10;
+ lightsI[kI].position.y = (float)y*10;
+ kI++;
+
+ //printf("Light %02i position: %i, %i\n", kI, (int)lightsI[kI - 1].position.x, (int)lightsI[kI - 1].position.y);
+ }
+ else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 255, 0, 255 }))
+ {
+ // Store light position II
+ lightsII[kII].position.x = (float)x*10;
+ lightsII[kII].position.y = (float)y*10;
+ kII++;
+ }
+ else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 0, 255, 255 }))
+ {
+ // Store light position III
+ lightsIII[kIII].position.x = (float)x*10;
+ lightsIII[kIII].position.y = (float)y*10;
+ kIII++;
+ }
+ }
+ }
+
+ // Initialize lights I
+ for (int i = 0; i < MAX_LIGHTS_I; i++)
+ {
+ lightsI[i].radius = 12;
+ lightsI[i].requiredEnergy = GetRandomValue(3, 9);
+ lightsI[i].active = false;
+ lightsI[i].color = GOLD;
+
+ lightsI[i].framesCounter = 0;
+ lightsI[i].currentFrame = 0;
+ lightsI[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
+ }
+
+ // Initialize lights II
+ for (int i = 0; i < MAX_LIGHTS_II; i++)
+ {
+ lightsII[i].radius = 8;
+ lightsII[i].requiredEnergy = GetRandomValue(3, 8);
+ lightsII[i].active = false;
+ lightsII[i].color = GOLD;
+
+ lightsII[i].framesCounter = 0;
+ lightsII[i].currentFrame = 0;
+ lightsII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
+ }
+
+ // Initialize lights III
+ for (int i = 0; i < MAX_LIGHTS_III; i++)
+ {
+ lightsIII[i].radius = 8;
+ lightsIII[i].requiredEnergy = GetRandomValue(4, 10);
+ lightsIII[i].active = false;
+ lightsIII[i].color = GOLD;
+
+ lightsIII[i].framesCounter = 0;
+ lightsIII[i].currentFrame = 0;
+ lightsIII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
+ }
+
+ // Initialize ritual level
+ ritualLevel = 0;
+ currentLightedLevel = LEVEL_I;
+ lighterPosition = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
+
+ // Initialize enemies
+ for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]);
+
+ // Initialize max light energy (depends on lights randomness)
+ maxLightEnergy = 0;
+
+ for (int i = 0; i < MAX_LIGHTS_I; i++) maxLightEnergy += lightsI[i].requiredEnergy;
+ for (int i = 0; i < MAX_LIGHTS_II; i++) maxLightEnergy += lightsII[i].requiredEnergy;
+ for (int i = 0; i < MAX_LIGHTS_III; i++) maxLightEnergy += lightsIII[i].requiredEnergy;
+
+ //printf("Max light energy: %i\n", maxLightEnergy);
+
+ // Initialize ritual variables
+ ritualTime = 0.0f;
+ startRitual = false;;
+ alphaRitual = 0.0f;
+
+ timeOver = false;
+ nextStarsAlignment = GetRandomValue(500, 1000);
+
+ enemiesStopped = false;
+
+ PlayMusicStream("resources/audio/ritual.ogg");
+}
+
+// Gameplay Screen Update logic
+void UpdateGameplayScreen(void)
+{
+ if (IsKeyPressed('P')) pause = !pause;
+
+ if (!pause && (currentLightedLevel != LEVEL_FINISHED) && !timeOver)
+ {
+ framesCounter++; // Time starts counting to awake enemies
+
+ // Player movement logic
+ if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
+ else if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
+
+ if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
+ else if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
+
+ // Debug key to stop enemies
+ if (IsKeyPressed(KEY_S)) enemiesStopped = !enemiesStopped;
+
+ /*
+ if (IsGamepadAvailable(GAMEPAD_PLAYER1))
+ {
+ Vector2 movement = GetGamepadMovement(GAMEPAD_PLAYER1);
+
+ player.position.x += movement.x*GAMEPAD_SENSITIVITY;
+ player.position.y += movement.y*GAMEPAD_SENSITIVITY;
+ }
+ */
+
+ // Player light energy filling logic
+ if (CheckCollisionCircles(player.position, player.radius, lighterPosition, 50))
+ {
+ player.lightEnergy += ENERGY_REFILL_RATIO;
+ player.color = (Color){ 255, 255, 100, 255 };
+ }
+ else player.color = WHITE;
+
+ if (player.lightEnergy > MAX_PLAYER_ENERGY) player.lightEnergy = MAX_PLAYER_ENERGY;
+
+ // Player vs lights collision detection (depends on lighted level)
+ if (currentLightedLevel == LEVEL_I)
+ {
+ for (int i = 0; i < MAX_LIGHTS_I; i++)
+ {
+ // Check player vs lightI collision
+ if (CheckCollisionCircles(player.position, player.radius, lightsI[i].position, lightsI[i].radius))
+ {
+ if (!lightsI[i].active && (player.lightEnergy >= lightsI[i].requiredEnergy))
+ {
+ lightsI[i].active = true;
+ lightsI[i].currentFrame = 1;
+ player.lightEnergy -= lightsI[i].requiredEnergy;
+
+ PlaySound(fxLightOn);
+ }
+ }
+ }
+ }
+ else if (currentLightedLevel == LEVEL_II)
+ {
+ for (int i = 0; i < MAX_LIGHTS_II; i++)
+ {
+ if (CheckCollisionCircles(player.position, player.radius, lightsII[i].position, lightsII[i].radius))
+ {
+ if (!lightsII[i].active && (player.lightEnergy >= lightsII[i].requiredEnergy))
+ {
+ lightsII[i].active = true;
+ player.lightEnergy -= lightsII[i].requiredEnergy;
+
+ PlaySound(fxLightOn);
+ }
+ }
+ }
+ }
+ else if (currentLightedLevel == LEVEL_III)
+ {
+ for (int i = 0; i < MAX_LIGHTS_III; i++)
+ {
+ if (CheckCollisionCircles(player.position, player.radius, lightsIII[i].position, lightsIII[i].radius))
+ {
+ if (!lightsIII[i].active && (player.lightEnergy >= lightsIII[i].requiredEnergy))
+ {
+ lightsIII[i].active = true;
+ player.lightEnergy -= lightsIII[i].requiredEnergy;
+
+ PlaySound(fxLightOn);
+ }
+ }
+ }
+ }
+
+ // Lights animation (it doesn't depend on currentLightedLevel)
+ for (int i = 0; i < MAX_LIGHTS_I; i++)
+ {
+ // Light animation
+ if (lightsI[i].active)
+ {
+ lightsI[i].framesCounter++;
+
+ if (lightsI[i].framesCounter > 10)
+ {
+ lightsI[i].currentFrame++;
+
+ if (lightsI[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsI[i].currentFrame = 1;
+
+ lightsI[i].framesCounter = 0;
+ }
+ }
+
+ lightsI[i].frameRec.x = lightsI[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
+ }
+
+ for (int i = 0; i < MAX_LIGHTS_II; i++)
+ {
+ // Light animation
+ if (lightsII[i].active)
+ {
+ 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);
+ }
+} \ No newline at end of file