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| author | Ray <[email protected]> | 2016-01-31 15:31:51 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2016-01-31 15:31:51 +0100 |
| commit | e484d58d9c9cc9a081675e2ceef4d55a276ce43c (patch) | |
| tree | 0c11503703ed16cac08f686b56a1040e79f7745a /games/light_my_ritual/screens/screen_gameplay.c | |
| parent | 708e8c558cb843b5e4b071bc2b99102533bafaea (diff) | |
| download | raylib-e484d58d9c9cc9a081675e2ceef4d55a276ce43c.tar.gz raylib-e484d58d9c9cc9a081675e2ceef4d55a276ce43c.zip | |
Uploaded gamejam game sources
Diffstat (limited to 'games/light_my_ritual/screens/screen_gameplay.c')
| -rw-r--r-- | games/light_my_ritual/screens/screen_gameplay.c | 842 |
1 files changed, 842 insertions, 0 deletions
diff --git a/games/light_my_ritual/screens/screen_gameplay.c b/games/light_my_ritual/screens/screen_gameplay.c new file mode 100644 index 00000000..b91d2545 --- /dev/null +++ b/games/light_my_ritual/screens/screen_gameplay.c @@ -0,0 +1,842 @@ +/********************************************************************************************** +* +* 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); + } +}
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