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Develop branch integration (#1091)
* [core] REDESIGNED: Implement global context * [rlgl] REDESIGNED: Implement global context * Reviewed globals for Android * Review Android globals usage * Update Android globals * Bump raylib version to 3.0 !!! * [raudio] REDESIGNED: Implement global context * [raudio] Reorder functions * [core] Tweaks on descriptions * Issues with SUPPORT_MOUSE_GESTURES * [camera] Use global context * REDESIGN: Move shapes drawing texture/rec to RLGL context * Review some issues on standalone mode * Update to use global context * [GAME] Upload RE-PAIR game from GGJ2020 -WIP- * Update game: RE-PAIR * [utils] TRACELOG macros proposal * Update config.h
This commit is contained in:
246
games/repair/screens/screen_ending.c
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246
games/repair/screens/screen_ending.c
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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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typedef struct {
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int hair;
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int colHair;
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int eyes;
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int nose;
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int mouth;
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//int glasses;
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//int piercing;
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} CharLikes;
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Ending screen global variables
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static int framesCounter = 0;
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static int finishScreen = 0;
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static Texture2D texQmark = { 0 };
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static Texture2D texMatch = { 0 };
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static int state = 0;
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static int matchValue = 0;
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static CharLikes playerLikes = { 0 };
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static CharLikes playerBaseLikes = { 0 };
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Ending Screen Initialization logic
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void InitEndingScreen(void)
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{
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framesCounter = 0;
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finishScreen = 0;
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state = 0;
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CustomizeCharacter(&dating);
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texQmark = LoadTexture("resources/qmark.png");
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texMatch = LoadTexture("resources/match.png");
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}
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// Ending Screen Update logic
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void UpdateEndingScreen(void)
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{
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if (state == 0)
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{
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framesCounter++;
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if (framesCounter > 200)
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{
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state = 1;
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// Check like percentatge for player base (playerBaseLikes)
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if (playerBase.hair == dating.hair) playerBaseLikes.hair = GetRandomValue(70, 100);
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else if (playerBase.hair == datingBase.hair) playerBaseLikes.hair = GetRandomValue(0, 30);
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else playerBaseLikes.hair = GetRandomValue(0, 100);
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if (playerBase.colHair == dating.colHair) playerBaseLikes.colHair = GetRandomValue(70, 100);
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else if (playerBase.colHair == datingBase.colHair) playerBaseLikes.colHair = GetRandomValue(0, 30);
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else playerBaseLikes.colHair = GetRandomValue(0, 100);
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if (playerBase.eyes == dating.eyes) playerBaseLikes.eyes = GetRandomValue(70, 100);
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else if (playerBase.eyes == datingBase.eyes) playerBaseLikes.eyes = GetRandomValue(0, 30);
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else playerBaseLikes.eyes = GetRandomValue(0, 100);
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if (playerBase.nose == dating.nose) playerBaseLikes.nose = GetRandomValue(70, 100);
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else if (playerBase.nose == datingBase.nose) playerBaseLikes.nose = GetRandomValue(0, 30);
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else playerBaseLikes.nose = GetRandomValue(0, 100);
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if (playerBase.mouth == dating.mouth) playerBaseLikes.mouth = GetRandomValue(70, 100);
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else if (playerBase.mouth == datingBase.mouth) playerBaseLikes.mouth = GetRandomValue(0, 30);
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else playerBaseLikes.mouth = GetRandomValue(0, 100);
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// Check like percentatge for player (playerLikes)
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if (player.hair == dating.hair) playerLikes.hair = GetRandomValue(70, 100);
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else if (player.hair == datingBase.hair) playerLikes.hair = GetRandomValue(0, 30);
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else playerLikes.hair = GetRandomValue(0, 100);
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if (player.colHair == dating.colHair) playerLikes.colHair = GetRandomValue(70, 100);
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else if (player.colHair == datingBase.colHair) playerLikes.colHair = GetRandomValue(0, 30);
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else playerLikes.colHair = GetRandomValue(0, 100);
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if (player.eyes == dating.eyes) playerLikes.eyes = GetRandomValue(70, 100);
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else if (player.eyes == datingBase.eyes) playerLikes.eyes = GetRandomValue(0, 30);
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else playerLikes.eyes = GetRandomValue(0, 100);
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if (player.nose == dating.nose) playerLikes.nose = GetRandomValue(70, 100);
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else if (player.nose == datingBase.nose) playerLikes.nose = GetRandomValue(0, 30);
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else playerLikes.nose = GetRandomValue(0, 100);
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if (player.mouth == dating.mouth) playerLikes.mouth = GetRandomValue(70, 100);
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else if (player.mouth == datingBase.mouth) playerLikes.mouth = GetRandomValue(0, 30);
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else playerLikes.mouth = GetRandomValue(0, 100);
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// NOTE: Max possible points to get 5*100 = 500
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// If getting > 250 player likes! :D
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matchValue = playerLikes.hair + playerLikes.colHair + playerLikes.eyes + playerLikes.nose + playerLikes.mouth;
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}
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}
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else if (state == 1)
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{
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// Levels animation?
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}
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// Press enter or tap to return to TITLE screen
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
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{
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finishScreen = 1;
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PlaySound(fxCoin);
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}
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}
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// Ending Screen Draw logic
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void DrawEndingScreen(void)
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{
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// Draw background
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DrawTexture(background, 0, 0, GetColor(0xf6aa60ff));
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DrawCharacter(player, (Vector2){ 180, 40 });
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DrawCharacter(dating, (Vector2){ 820, 40 });
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if (state == 0)
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{
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if ((framesCounter/15)%2 == 1) DrawTexture(texQmark, GetScreenWidth()/2 - texQmark.width/2, 180, WHITE);
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}
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else if (state == 1)
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{
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DrawTextEx(font, TextFormat("MATCH: %i%%", (int)(((float)matchValue/500.0f)*100.0f)), (Vector2){ 420, 40 }, font.baseSize*2, 1, SKYBLUE);
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DrawTextureRec(texMatch, (Rectangle){ 0, (matchValue > 250)? 0 : texMatch.height/2, texMatch.width, texMatch.height/2 }, (Vector2){ GetScreenWidth()/2 - texMatch.width/2, 240 }, WHITE);
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int barsPositionX = 80;
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//DrawRectangle(0, 530, GetScreenWidth(), GetScreenHeight() - 530, Fade(GRAY, 0.6f));
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//DrawRectangleLines(0, 530, GetScreenWidth(), GetScreenHeight() - 530, Fade(DARKGRAY, 0.8f));
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// Draw like values: player base
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DrawTextEx(font, "HAIR:", (Vector2){ barsPositionX, 550 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 550 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 550 + 6, playerBaseLikes.hair*4, font.baseSize/4, RED);
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DrawTextEx(font, "TINT:", (Vector2){ barsPositionX, 580 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 580 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 580 + 6, playerBaseLikes.colHair*4, font.baseSize/4, RED);
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DrawTextEx(font, "EYES:", (Vector2){ barsPositionX, 610 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 610 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 610 + 6, playerBaseLikes.eyes*4, font.baseSize/4, RED);
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DrawTextEx(font, "NOSE:", (Vector2){ barsPositionX, 640 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 640 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 640 + 6, playerBaseLikes.nose*4, font.baseSize/4, RED);
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DrawTextEx(font, "LIPS:", (Vector2){ barsPositionX, 670 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 670 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 670 + 6, playerBaseLikes.mouth*4, font.baseSize/4, RED);
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// Draw like values: player
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if (player.hair != playerBase.hair)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 550 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 550 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 550 + 6, playerLikes.hair*4, font.baseSize/4, RED);
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}
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if (player.colHair != playerBase.colHair)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 580 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 580 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 580 + 6, playerLikes.colHair*4, font.baseSize/4, RED);
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}
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if (player.eyes != playerBase.eyes)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 610 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 610 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 610 + 6, playerLikes.eyes*4, font.baseSize/4, RED);
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}
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if (player.nose != playerBase.nose)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 640 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 640 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 640 + 6, playerLikes.nose*4, font.baseSize/4, RED);
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}
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if (player.mouth != playerBase.mouth)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 670 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 670 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 670 + 6, playerLikes.mouth*4, font.baseSize/4, RED);
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}
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// Draw left button: date!
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if (GuiButton((Rectangle){ GetScreenWidth() - 280, 60, 260, 80 }, "AGAIN!", -1))
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{
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finishScreen = 1;
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}
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}
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}
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// Ending Screen Unload logic
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void UnloadEndingScreen(void)
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{
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UnloadTexture(texQmark);
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UnloadTexture(texMatch);
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}
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// Ending Screen should finish?
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int FinishEndingScreen(void)
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{
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return finishScreen;
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}
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