diff options
Diffstat (limited to 'games/skully_escape/screens/screen_aisle02.c')
| -rw-r--r-- | games/skully_escape/screens/screen_aisle02.c | 444 |
1 files changed, 0 insertions, 444 deletions
diff --git a/games/skully_escape/screens/screen_aisle02.c b/games/skully_escape/screens/screen_aisle02.c deleted file mode 100644 index 9dc02d37..00000000 --- a/games/skully_escape/screens/screen_aisle02.c +++ /dev/null @@ -1,444 +0,0 @@ -/********************************************************************************************** -* -* raylib - Advance Game template -* -* Gameplay 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 "../player.h" -#include "../monster.h" - -#include <string.h> - -//---------------------------------------------------------------------------------- -// Global Variables Definition (local to this module) -//---------------------------------------------------------------------------------- - -// Gameplay screen global variables -static int framesCounter; -static int finishScreen; - -static Texture2D background; - -// Declare doors -static Door doorLeft; - -// Decalre monsters -static Monster lamp; -static Monster chair; -static Monster picture; -static Monster arc; - -static bool monsterHover = false; -static int monsterCheck = -1; // Identify checking monster - -static const char message[256] = "HAS LEGS BUT CAN NOT WALK...\nSEARCH FOR IT TO OPEN THE DOOR!"; -static int msgPosX = 100; - -static int msgState = 0; // 0-writting, 1-wait, 2-choose -static int lettersCounter = 0; -static char msgBuffer[256] = { '\0' }; -static int msgCounter = 0; - -static bool searching = false; - -static int scroll = 0; - -//---------------------------------------------------------------------------------- -// Gameplay Screen Functions Definition -//---------------------------------------------------------------------------------- - -// Gameplay Screen Initialization logic -void InitAisle02Screen(void) -{ - ResetPlayer(); - - // Reset Screen variables - monsterHover = false; - monsterCheck = -1; - msgState = 0; - msgCounter = 0; - lettersCounter = 0; - for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; - - framesCounter = 0; - finishScreen = 0; - - background = LoadTexture("resources/textures/background_aisle02.png"); - - scroll = player.position.x - 200; - - // Initialize doors - doorLeft.position = (Vector2) { -10, 136 }; - doorLeft.facing = 0; - doorLeft.locked = true; - doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2}; - doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2}; - doorLeft.selected = false; - - // Monster init: lamp - lamp.position = (Vector2){ 1520, 300 }; - lamp.texture = LoadTexture("resources/textures/monster_lamp_right.png"); - lamp.currentFrame = 0; - lamp.framesCounter = 0; - lamp.numFrames = 4; - lamp.bounds = (Rectangle){ lamp.position.x + 200, lamp.position.y, 90, 380 }; - lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height }; - lamp.selected = false; - lamp.active = false; - lamp.spooky = true; - - // Monster init: chair - chair.position = (Vector2){ 1400, 404 }; - chair.texture = LoadTexture("resources/textures/monster_chair_right.png"); - chair.currentFrame = 0; - chair.framesCounter = 0; - chair.numFrames = 4; - chair.bounds = (Rectangle){ chair.position.x + 50, chair.position.y + 30, 120, 190 }; - chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height }; - chair.selected = false; - chair.active = false; - chair.spooky = false; - - // Monster init: picture - picture.position = (Vector2){ 837, 162 }; - picture.texture = LoadTexture("resources/textures/monster_picture.png"); - picture.currentFrame = 0; - picture.framesCounter = 0; - picture.numFrames = 4; - picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 }; - picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height }; - picture.selected = false; - picture.active = false; - picture.spooky = true; - - // Monster init: arc - arc.position = (Vector2){ 388, 423 }; - arc.texture = LoadTexture("resources/textures/monster_arc.png"); - arc.currentFrame = 0; - arc.framesCounter = 0; - arc.numFrames = 4; - arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 }; - arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height }; - arc.selected = false; - arc.active = false; - arc.spooky = true; -} - -// Gameplay Screen Update logic -void UpdateAisle02Screen(void) -{ - // Update doors bounds - doorLeft.bound.x = doorLeft.position.x - scroll; - - if (player.key) - { - // Door: left - if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || - (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; - else doorLeft.selected = false; - - if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound))) - { - if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE))) - { - if (doorLeft.locked) - { - doorLeft.frameRec.y = 0; - doorLeft.locked = false; - PlaySound(sndDoor); - } - else finishScreen = 1; - } - } - } - - if (msgState > 2) - { - UpdatePlayer(); - - // Monsters logic - UpdateMonster(&lamp); - UpdateMonster(&chair); - UpdateMonster(&picture); - UpdateMonster(&arc); - } - - // Update monster bounds - lamp.bounds.x = lamp.position.x + 200 - scroll; - chair.bounds.x = chair.position.x + 50 - scroll; - picture.bounds.x = picture.position.x + 44 - scroll; - arc.bounds.x = arc.position.x + 44 - scroll; - - // Check player hover monsters to interact - if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) || - ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) || - ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) || - ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true; - else monsterHover = false; - - - // Monters logic: lamp - if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) - { - lamp.selected = true; - - if ((IsKeyPressed(KEY_SPACE)) || - ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds)))) - { - SearchKeyPlayer(); - searching = true; - framesCounter = 0; - - monsterCheck = 1; - } - } - else lamp.selected = false; - - // Monters logic: chair - if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) - { - chair.selected = true; - - if ((IsKeyPressed(KEY_SPACE)) || - ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds)))) - { - SearchKeyPlayer(); - searching = true; - framesCounter = 0; - - monsterCheck = 2; - } - } - else chair.selected = false; - - // Monters logic: picture - if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) - { - picture.selected = true; - - if ((IsKeyPressed(KEY_SPACE)) || - ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds)))) - { - SearchKeyPlayer(); - searching = true; - framesCounter = 0; - - monsterCheck = 3; - } - } - else picture.selected = false; - - // Monters logic: arc - if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active) - { - arc.selected = true; - - if ((IsKeyPressed(KEY_SPACE)) || - ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds)))) - { - SearchKeyPlayer(); - searching = true; - framesCounter = 0; - - monsterCheck = 4; - } - } - else arc.selected = false; - - if (searching) - { - framesCounter++; - - if (framesCounter > 180) - { - if (monsterCheck == 1) - { - if (lamp.spooky) - { - ScarePlayer(); - PlaySound(sndScream); - } - else FindKeyPlayer(); - - lamp.active = true; - lamp.selected = false; - } - else if (monsterCheck == 2) - { - if (chair.spooky) - { - ScarePlayer(); - PlaySound(sndScream); - } - else FindKeyPlayer(); - - chair.active = true; - chair.selected = false; - } - else if (monsterCheck == 3) - { - if (picture.spooky) - { - ScarePlayer(); - PlaySound(sndScream); - } - else FindKeyPlayer(); - - picture.active = true; - picture.selected = false; - } - else if (monsterCheck == 4) - { - if (arc.spooky) - { - ScarePlayer(); - PlaySound(sndScream); - } - else FindKeyPlayer(); - - arc.active = true; - arc.selected = false; - } - - searching = false; - framesCounter = 0; - } - } - - // Text animation - framesCounter++; - - if ((framesCounter%2) == 0) lettersCounter++; - - if (msgState == 0) - { - if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); - else - { - for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; - - lettersCounter = 0; - msgState = 1; - } - - if (IsKeyPressed(KEY_ENTER)) msgState = 1; - } - else if (msgState == 1) - { - msgCounter++; - - if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) - { - msgState = 2; - msgCounter = 0; - } - } - else if (msgState == 2) - { - msgCounter++; - - if (msgCounter > 180) msgState = 3; - } - else msgCounter++; - - if (player.position.x > 200) - { - scroll = player.position.x - 200; - - if (scroll > 620) scroll = 620; - } -} - -// Gameplay Screen Draw logic -void DrawAisle02Screen(void) -{ - DrawTexture(background, -scroll, 0, WHITE); - - // Draw monsters - DrawMonster(lamp, scroll); - DrawMonster(arc, scroll); - DrawMonster(picture, scroll); - DrawMonster(chair, scroll); - - // Draw door - Vector2 doorScrollPos = { doorLeft.position.x - scroll, doorLeft.position.y }; - - if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN); - else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE); - - // Draw messsages - if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); - else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); - - if (msgState == 0) - { - DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE); - } - else if (msgState == 1) - { - DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.baseSize, 2, WHITE); - - if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); - } - else if (msgState == 2) - { - if ((msgCounter/30)%2) - { - DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.baseSize*2, 2, WHITE); - - DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f)); - DrawRectangleRec(arc.bounds, Fade(RED, 0.6f)); - DrawRectangleRec(chair.bounds, Fade(RED, 0.6f)); - DrawRectangleRec(picture.bounds, Fade(RED, 0.6f)); - } - } - else - { - if ((monsterHover) && ((msgCounter/30)%2)) - { - DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); - DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); - } - } - - DrawPlayer(); // NOTE: Also draws mouse pointer! -} - -// Gameplay Screen Unload logic -void UnloadAisle02Screen(void) -{ - // TODO: Unload GAMEPLAY screen variables here! - UnloadTexture(background); - - UnloadMonster(lamp); - UnloadMonster(chair); - UnloadMonster(picture); - UnloadMonster(arc); -} - -// Gameplay Screen should finish? -int FinishAisle02Screen(void) -{ - return finishScreen; -} |
