diff options
Diffstat (limited to 'games/skully_escape/screens/screen_livingroom.c')
| -rw-r--r-- | games/skully_escape/screens/screen_livingroom.c | 403 |
1 files changed, 0 insertions, 403 deletions
diff --git a/games/skully_escape/screens/screen_livingroom.c b/games/skully_escape/screens/screen_livingroom.c deleted file mode 100644 index fa465bfa..00000000 --- a/games/skully_escape/screens/screen_livingroom.c +++ /dev/null @@ -1,403 +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 doorCenter; -static Door doorLeft; - -// Decalre monsters -static Monster candle; -static Monster picture; -static Monster phone; - -static bool monsterHover = false; -static int monsterCheck = -1; // Identify checking monster - -static const char message[256] = "WHEN WIND BLOWS, IT KNOWS THE DIRECTION\nLET IT GUIDE YOU!"; -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; - -//---------------------------------------------------------------------------------- -// Gameplay Screen Functions Definition -//---------------------------------------------------------------------------------- - -// Gameplay Screen Initialization logic -void InitLivingroomScreen(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_livingroom.png"); - - // Initialize doors - doorLeft.position = (Vector2) { -45, 140}; - 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; - - doorCenter.position = (Vector2) { 830, 108 }; - doorCenter.facing = 1; - doorCenter.locked = true; - doorCenter.frameRec =(Rectangle) {((doors.width/3)*doorCenter.facing), doors.height/2, doors.width/3, doors.height/2}; - doorCenter.bound = (Rectangle) { doorCenter.position.x, doorCenter.position.y, doors.width/3, doors.height/2}; - doorCenter.selected = false; - - // Monster init: lamp - candle.position = (Vector2){ 154, 256 }; - candle.texture = LoadTexture("resources/textures/monster_candle.png"); - candle.currentFrame = 0; - candle.framesCounter = 0; - candle.numFrames = 4; - candle.bounds = (Rectangle){ candle.position.x + 90, candle.position.y + 30, 185, 340 }; - candle.frameRec = (Rectangle) { 0, 0, candle.texture.width/candle.numFrames, candle.texture.height }; - candle.selected = false; - candle.active = false; - candle.spooky = false; - - // Monster init: arc - picture.position = (Vector2){ 504, 164 }; - 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: phone - phone.position = (Vector2){ 1054, 404 }; - phone.texture = LoadTexture("resources/textures/monster_phone.png"); - phone.currentFrame = 0; - phone.framesCounter = 0; - phone.numFrames = 4; - phone.bounds = (Rectangle){ phone.position.x + 64, phone.position.y +120, 100, 160 }; - phone.frameRec = (Rectangle) { 0, 0, phone.texture.width/phone.numFrames, phone.texture.height }; - phone.selected = false; - phone.active = false; - phone.spooky = true; -} - -// Gameplay Screen Update logic -void UpdateLivingroomScreen(void) -{ - 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; - } - } - - // Door: center - if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || - (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; - else doorCenter.selected = false; - - if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound))) - { - if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE))) - { - if (doorCenter.locked) - { - doorCenter.frameRec.y = 0; - doorCenter.locked = false; - PlaySound(sndDoor); - } - else finishScreen = 2; - } - } - } - - if (msgState > 2) - { - UpdatePlayer(); - - // Monsters logic - UpdateMonster(&candle); - UpdateMonster(&picture); - UpdateMonster(&phone); - } - - // Check player hover monsters to interact - if (((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active) || - ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) || - ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active)) monsterHover = true; - else monsterHover = false; - - // Monters logic: candle - if ((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active) - { - candle.selected = true; - - if ((IsKeyPressed(KEY_SPACE)) || - ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), candle.bounds)))) - { - SearchKeyPlayer(); - searching = true; - framesCounter = 0; - - monsterCheck = 1; - } - } - else candle.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 = 2; - } - } - else picture.selected = false; - - // Monters logic: phone - if ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active) - { - phone.selected = true; - - if ((IsKeyPressed(KEY_SPACE)) || - ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), phone.bounds)))) - { - SearchKeyPlayer(); - searching = true; - framesCounter = 0; - - monsterCheck = 3; - } - } - else phone.selected = false; - - if (searching) - { - framesCounter++; - - if (framesCounter > 180) - { - if (monsterCheck == 1) - { - if (candle.spooky) - { - ScarePlayer(); - PlaySound(sndScream); - } - else FindKeyPlayer(); - - candle.active = true; - candle.selected = false; - } - else if (monsterCheck == 2) - { - if (picture.spooky) - { - ScarePlayer(); - PlaySound(sndScream); - } - else FindKeyPlayer(); - - picture.active = true; - picture.selected = false; - } - else if (monsterCheck == 3) - { - if (phone.spooky) - { - ScarePlayer(); - PlaySound(sndScream); - } - else FindKeyPlayer(); - - phone.active = true; - phone.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++; -} - -// Gameplay Screen Draw logic -void DrawLivingroomScreen(void) -{ - DrawTexture(background, 0, 0, WHITE); - - // Draw monsters - DrawMonster(picture, 0); - DrawMonster(candle, 0); - DrawMonster(phone, 0); - - // Draw door - if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorCenter.position, GREEN); - else DrawTextureRec(doors, doorCenter.frameRec, doorCenter.position, WHITE); - if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN); - else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, 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(candle.bounds, Fade(RED, 0.6f)); - DrawRectangleRec(phone.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 UnloadLivingroomScreen(void) -{ - // TODO: Unload GAMEPLAY screen variables here! - UnloadTexture(background); - - UnloadMonster(candle); - UnloadMonster(picture); - UnloadMonster(phone); -} - -// Gameplay Screen should finish? -int FinishLivingroomScreen(void) -{ - return finishScreen; -} |
