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-rw-r--r--games/just_do/screens/screen_level02.c157
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diff --git a/games/just_do/screens/screen_level02.c b/games/just_do/screens/screen_level02.c
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--- a/games/just_do/screens/screen_level02.c
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-/**********************************************************************************************
-*
-* raylib - Standard Game template
-*
-* Level02 Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-* 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>
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-
-// Level02 screen global variables
-static int framesCounter;
-static int finishScreen;
-
-static Vector2 bouncingBallPos;
-static float bouncingBallRadius = 40;
-static Vector2 bouncingBallSpeed;
-
-static Vector2 holeCirclePos;
-static float holeCircleRadius = 50;
-
-static bool ballOnHole = false;
-
-static int levelTimeSec = 0;
-static bool levelFinished = false;
-
-//----------------------------------------------------------------------------------
-// Level02 Screen Functions Definition
-//----------------------------------------------------------------------------------
-float Vector2Distance(Vector2 v1, Vector2 v2);
-
-// Level02 Screen Initialization logic
-void InitLevel02Screen(void)
-{
- // TODO: Initialize Level02 screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-
- bouncingBallPos = (Vector2){ 120, 80 };
- bouncingBallSpeed = (Vector2){ 6, 8 };
- holeCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
-}
-
-// Level02 Screen Update logic
-void UpdateLevel02Screen(void)
-{
- // Update Level02 screen
- framesCounter++;
-
- if (!ballOnHole)
- {
- bouncingBallPos.x += bouncingBallSpeed.x;
- bouncingBallPos.y += bouncingBallSpeed.y;
-
- if (((bouncingBallPos.x - bouncingBallRadius) <= 0) || ((bouncingBallPos.x + bouncingBallRadius) >= GetScreenWidth())) bouncingBallSpeed.x *= -1;
- if (((bouncingBallPos.y - bouncingBallRadius) <= 0) || ((bouncingBallPos.y + bouncingBallRadius) >= GetScreenHeight())) bouncingBallSpeed.y *= -1;
-
- Vector2 mousePos = GetMousePosition();
-
- if (CheckCollisionPointCircle(mousePos, bouncingBallPos, 120))
- {
- bouncingBallPos.x = GetRandomValue(80, 1200);
- bouncingBallPos.y = GetRandomValue(80, 650);
- }
-
- if (CheckCollisionPointCircle(mousePos, holeCirclePos, 120))
- {
- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
- {
- holeCirclePos = mousePos;
-
- if ((holeCirclePos.x - holeCircleRadius) <= 0) holeCirclePos.x = holeCircleRadius;
- else if ((holeCirclePos.x + holeCircleRadius) >= GetScreenWidth()) holeCirclePos.x = GetScreenWidth() - holeCircleRadius;
-
- if ((holeCirclePos.y - holeCircleRadius) <= 0) holeCirclePos.y = holeCircleRadius;
- else if ((holeCirclePos.y + holeCircleRadius) >= GetScreenHeight()) holeCirclePos.y = GetScreenHeight() - holeCircleRadius;
- }
- }
-
- if (Vector2Distance(bouncingBallPos, holeCirclePos) < 20)
- {
- ballOnHole = true;
- PlaySound(levelWin);
- }
- }
-
- if (ballOnHole && !levelFinished)
- {
- levelTimeSec = framesCounter/60;
- levelFinished = true;
- framesCounter = 0;
- }
-
- if (levelFinished)
- {
- framesCounter++;
-
- if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
- }
-}
-
-// Level02 Screen Draw logic
-void DrawLevel02Screen(void)
-{
- // Draw Level02 screen
-
- DrawCircleV(holeCirclePos, holeCircleRadius, LIGHTGRAY);
- DrawCircleV(bouncingBallPos, bouncingBallRadius, DARKGRAY);
-
- DrawCircleLines(bouncingBallPos.x, bouncingBallPos.y, 120, Fade(LIGHTGRAY, 0.8f));
-
-
-
- if (levelFinished)
- {
- DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
- DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, GRAY);
- DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
- }
- else DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, LIGHTGRAY);
-}
-
-// Level02 Screen Unload logic
-void UnloadLevel02Screen(void)
-{
- // TODO: Unload Level02 screen variables here!
-}
-
-// Level02 Screen should finish?
-int FinishLevel02Screen(void)
-{
- return finishScreen;
-} \ No newline at end of file