mirror of
https://github.com/raysan5/raylib.git
synced 2026-02-06 14:19:18 -05:00
Added game sources: Skully Escape
This game was developed for King GameJam 2015
This commit is contained in:
409
games/skully_escape/screens/screen_aisle01.c
Normal file
409
games/skully_escape/screens/screen_aisle01.c
Normal file
@ -0,0 +1,409 @@
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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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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:
|
||||
*
|
||||
* 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.
|
||||
*
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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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#include "../player.h"
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#include "../monster.h"
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#include <string.h>
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Gameplay screen global variables
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static int framesCounter;
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static int finishScreen;
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static Texture2D background;
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// Declare doors
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static Door doorRight;
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static Door doorCenter;
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static Door doorLeft;
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// Decalre monsters
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static Monster lamp;
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static Monster picture;
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static bool monsterHover = false;
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static int monsterCheck = -1; // Identify checking monster
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static const char message[256] = "WHO IS THERE???\nANYBODY IN THE ROOM???";
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static int msgPosX = 100;
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static int msgState = 0; // 0-writting, 1-wait, 2-choose
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static int lettersCounter = 0;
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static char msgBuffer[256] = { '\0' };
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static int msgCounter = 0;
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static bool searching = false;
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static int scroll = 0;
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitAisle01Screen(void)
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{
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ResetPlayer();
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// Reset Screen variables
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monsterHover = false;
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monsterCheck = -1;
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msgState = 0;
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msgCounter = 0;
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lettersCounter = 0;
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for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
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framesCounter = 0;
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finishScreen = 0;
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background = LoadTexture("resources/textures/background_aisle01.png");
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scroll = player.position.x - 200;
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// Initialize doors
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doorLeft.position = (Vector2) { -30, 135 };
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doorLeft.facing = 0;
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doorLeft.locked = true;
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doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2};
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doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2};
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doorLeft.selected = false;
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doorCenter.position = (Vector2) { 1115, 104 };
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doorCenter.facing = 1;
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doorCenter.locked = true;
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doorCenter.frameRec =(Rectangle) {((doors.width/3)*doorCenter.facing), doors.height/2, doors.width/3, doors.height/2};
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doorCenter.bound = (Rectangle) { doorCenter.position.x, doorCenter.position.y, doors.width/3, doors.height/2};
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doorCenter.selected = false;
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doorRight.position = (Vector2) { 1710, 140 };
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doorRight.facing = 2;
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doorRight.locked = true;
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doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
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doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
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// Monster init: lamp
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lamp.position = (Vector2){ 187, 256 };
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lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png");
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lamp.currentFrame = 0;
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lamp.framesCounter = 0;
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lamp.numFrames = 4;
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lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y, 90, 380 };
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lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height };
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lamp.selected = false;
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lamp.active = false;
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lamp.spooky = true;
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// Monster init: arc
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picture.position = (Vector2){ 637, 178 };
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picture.texture = LoadTexture("resources/textures/monster_picture.png");
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picture.currentFrame = 0;
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picture.framesCounter = 0;
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picture.numFrames = 4;
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picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 256 };
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picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height };
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picture.selected = false;
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picture.active = false;
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picture.spooky = false;
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}
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// Gameplay Screen Update logic
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void UpdateAisle01Screen(void)
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{
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// Update doors bounds
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doorLeft.bound.x = doorLeft.position.x - scroll;
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doorCenter.bound.x = doorCenter.position.x - scroll;
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doorRight.bound.x = doorRight.position.x - scroll;
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if (player.key)
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{
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// Door: left
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if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) ||
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(CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true;
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else doorLeft.selected = false;
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if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
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{
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if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
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{
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if (doorLeft.locked)
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{
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doorLeft.frameRec.y = 0;
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doorLeft.locked = false;
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PlaySound(sndDoor);
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}
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else finishScreen = 1;
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}
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}
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// Door: center
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if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) ||
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(CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true;
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else doorCenter.selected = false;
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if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound)))
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{
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if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE)))
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{
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if (doorCenter.locked)
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{
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doorCenter.frameRec.y = 0;
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doorCenter.locked = false;
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PlaySound(sndDoor);
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}
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else finishScreen = 2;
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}
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}
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// Door: right
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if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
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(CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
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else doorRight.selected = false;
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if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
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{
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if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
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{
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if (doorRight.locked)
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{
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doorRight.frameRec.y = 0;
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doorRight.locked = false;
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PlaySound(sndDoor);
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}
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else finishScreen = 3;
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}
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}
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}
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if (msgState > 2)
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{
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UpdatePlayer();
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// Monsters logic
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UpdateMonster(&lamp);
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UpdateMonster(&picture);
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}
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// Update monster bounds
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lamp.bounds.x = lamp.position.x + 20 - scroll;
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picture.bounds.x = picture.position.x + 44 - scroll;
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// Check player hover monsters to interact
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if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
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((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)) monsterHover = true;
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else monsterHover = false;
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// Monters logic: lamp
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if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
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{
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lamp.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 1;
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}
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}
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else lamp.selected = false;
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// Monters logic: picture
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if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
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{
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picture.selected = true;
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if ((IsKeyPressed(KEY_SPACE)) ||
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((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
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{
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SearchKeyPlayer();
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searching = true;
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framesCounter = 0;
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monsterCheck = 2;
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}
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}
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else picture.selected = false;
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if (searching)
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{
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framesCounter++;
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if (framesCounter > 180)
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{
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if (monsterCheck == 1)
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{
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if (lamp.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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lamp.active = true;
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lamp.selected = false;
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}
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else if (monsterCheck == 2)
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{
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if (picture.spooky)
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{
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ScarePlayer();
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PlaySound(sndScream);
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}
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else FindKeyPlayer();
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picture.active = true;
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picture.selected = false;
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}
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searching = false;
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framesCounter = 0;
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}
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}
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// Text animation
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framesCounter++;
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if ((framesCounter%2) == 0) lettersCounter++;
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if (msgState == 0)
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{
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if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
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else
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{
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for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';
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lettersCounter = 0;
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msgState = 1;
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}
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if (IsKeyPressed(KEY_ENTER)) msgState = 1;
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}
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else if (msgState == 1)
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{
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msgCounter++;
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if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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{
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msgState = 2;
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msgCounter = 0;
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}
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}
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else if (msgState == 2)
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{
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msgCounter++;
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if (msgCounter > 180) msgState = 3;
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}
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else msgCounter++;
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if (player.position.x > 200)
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{
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scroll = player.position.x - 200;
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if (scroll > 620) scroll = 620;
|
||||
}
|
||||
}
|
||||
|
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// Gameplay Screen Draw logic
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void DrawAisle01Screen(void)
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{
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DrawTexture(background, -scroll, 0, WHITE);
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// Draw monsters
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DrawMonster(lamp, scroll);
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DrawMonster(picture, scroll);
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// Draw door
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Vector2 doorScrollPos = { doorCenter.position.x - scroll, doorCenter.position.y };
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if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, GREEN);
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else DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, WHITE);
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doorScrollPos = (Vector2){ doorLeft.position.x - scroll, doorLeft.position.y };
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if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN);
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else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE);
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||||
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||||
doorScrollPos = (Vector2){ doorRight.position.x - scroll, doorRight.position.y };
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if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, GREEN);
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else DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, WHITE);
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||||
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// Draw messsages
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if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f));
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||||
else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f));
|
||||
|
||||
if (msgState == 0)
|
||||
{
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||||
DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
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||||
}
|
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else if (msgState == 1)
|
||||
{
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DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE);
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||||
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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.size*2, 2, WHITE);
|
||||
|
||||
DrawRectangleRec(lamp.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 UnloadAisle01Screen(void)
|
||||
{
|
||||
// TODO: Unload GAMEPLAY screen variables here!
|
||||
UnloadTexture(background);
|
||||
|
||||
UnloadMonster(lamp);
|
||||
UnloadMonster(picture);
|
||||
}
|
||||
|
||||
// Gameplay Screen should finish?
|
||||
int FinishAisle01Screen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
444
games/skully_escape/screens/screen_aisle02.c
Normal file
444
games/skully_escape/screens/screen_aisle02.c
Normal file
@ -0,0 +1,444 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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.size, 2, WHITE);
|
||||
}
|
||||
else if (msgState == 1)
|
||||
{
|
||||
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 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.size*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;
|
||||
}
|
||||
404
games/skully_escape/screens/screen_armory.c
Normal file
404
games/skully_escape/screens/screen_armory.c
Normal file
@ -0,0 +1,404 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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;
|
||||
static Door doorRight;
|
||||
|
||||
// Decalre monsters
|
||||
static Monster blazon01;
|
||||
static Monster blazon02;
|
||||
static Monster blazon03;
|
||||
|
||||
static bool monsterHover = false;
|
||||
static int monsterCheck = -1; // Identify checking monster
|
||||
|
||||
static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!";
|
||||
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 InitArmoryScreen(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_armory.png");
|
||||
|
||||
// Initialize doors
|
||||
doorLeft.position = (Vector2) { -50, 145 };
|
||||
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;
|
||||
|
||||
doorRight.position = (Vector2) { 1074, 140 };
|
||||
doorRight.facing = 2;
|
||||
doorRight.locked = true;
|
||||
doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
|
||||
doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
|
||||
doorRight.selected = false;
|
||||
|
||||
// Monster init: blazon01
|
||||
blazon01.position = (Vector2){ 300, 260 };
|
||||
blazon01.texture = LoadTexture("resources/textures/monster_blazon01.png");
|
||||
blazon01.currentFrame = 0;
|
||||
blazon01.framesCounter = 0;
|
||||
blazon01.numFrames = 4;
|
||||
blazon01.bounds = (Rectangle){ blazon01.position.x, blazon01.position.y + 20, 160, 230 };
|
||||
blazon01.frameRec = (Rectangle) { 0, 0, blazon01.texture.width/blazon01.numFrames, blazon01.texture.height };
|
||||
blazon01.selected = false;
|
||||
blazon01.active = false;
|
||||
blazon01.spooky = true;
|
||||
|
||||
// Monster init: blazon02
|
||||
blazon02.position = (Vector2){ 550, 260 };
|
||||
blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png");
|
||||
blazon02.currentFrame = 0;
|
||||
blazon02.framesCounter = 0;
|
||||
blazon02.numFrames = 4;
|
||||
blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 };
|
||||
blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height };
|
||||
blazon02.selected = false;
|
||||
blazon02.active = false;
|
||||
blazon02.spooky = true;
|
||||
|
||||
// Monster init: blazon03
|
||||
blazon03.position = (Vector2){ 800, 260 };
|
||||
blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png");
|
||||
blazon03.currentFrame = 0;
|
||||
blazon03.framesCounter = 0;
|
||||
blazon03.numFrames = 4;
|
||||
blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 };
|
||||
blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height };
|
||||
blazon03.selected = false;
|
||||
blazon03.active = false;
|
||||
blazon03.spooky = false;
|
||||
}
|
||||
|
||||
// Gameplay Screen Update logic
|
||||
void UpdateArmoryScreen(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: right
|
||||
if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
|
||||
(CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
|
||||
else doorRight.selected = false;
|
||||
|
||||
if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
|
||||
{
|
||||
if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
|
||||
{
|
||||
if (doorRight.locked)
|
||||
{
|
||||
doorRight.frameRec.y = 0;
|
||||
doorRight.locked = false;
|
||||
PlaySound(sndDoor);
|
||||
}
|
||||
else finishScreen = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (msgState > 2)
|
||||
{
|
||||
UpdatePlayer();
|
||||
|
||||
// Monsters logic
|
||||
UpdateMonster(&blazon01);
|
||||
UpdateMonster(&blazon02);
|
||||
UpdateMonster(&blazon03);
|
||||
}
|
||||
|
||||
// Check player hover monsters to interact
|
||||
if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) ||
|
||||
((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) ||
|
||||
((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true;
|
||||
else monsterHover = false;
|
||||
|
||||
// Monters logic: blazon01
|
||||
if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active)
|
||||
{
|
||||
blazon01.selected = true;
|
||||
|
||||
if ((IsKeyPressed(KEY_SPACE)) ||
|
||||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds))))
|
||||
{
|
||||
SearchKeyPlayer();
|
||||
searching = true;
|
||||
framesCounter = 0;
|
||||
|
||||
monsterCheck = 1;
|
||||
}
|
||||
}
|
||||
else blazon01.selected = false;
|
||||
|
||||
// Monters logic: blazon02
|
||||
if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active)
|
||||
{
|
||||
blazon02.selected = true;
|
||||
|
||||
if ((IsKeyPressed(KEY_SPACE)) ||
|
||||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds))))
|
||||
{
|
||||
SearchKeyPlayer();
|
||||
searching = true;
|
||||
framesCounter = 0;
|
||||
|
||||
monsterCheck = 2;
|
||||
}
|
||||
}
|
||||
else blazon02.selected = false;
|
||||
|
||||
// Monters logic: blazon03
|
||||
if ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)
|
||||
{
|
||||
blazon03.selected = true;
|
||||
|
||||
if ((IsKeyPressed(KEY_SPACE)) ||
|
||||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon03.bounds))))
|
||||
{
|
||||
SearchKeyPlayer();
|
||||
searching = true;
|
||||
framesCounter = 0;
|
||||
|
||||
monsterCheck = 3;
|
||||
}
|
||||
}
|
||||
else blazon03.selected = false;
|
||||
|
||||
if (searching)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 180)
|
||||
{
|
||||
if (monsterCheck == 1)
|
||||
{
|
||||
if (blazon01.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
blazon01.active = true;
|
||||
blazon01.selected = false;
|
||||
}
|
||||
else if (monsterCheck == 2)
|
||||
{
|
||||
if (blazon02.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
blazon02.active = true;
|
||||
blazon02.selected = false;
|
||||
}
|
||||
else if (monsterCheck == 3)
|
||||
{
|
||||
if (blazon03.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
blazon03.active = true;
|
||||
blazon03.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 DrawArmoryScreen(void)
|
||||
{
|
||||
DrawTexture(background, 0, 0, WHITE);
|
||||
|
||||
// Draw monsters
|
||||
DrawMonster(blazon01, 0);
|
||||
DrawMonster(blazon02, 0);
|
||||
DrawMonster(blazon03, 0);
|
||||
|
||||
// Draw door
|
||||
if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN);
|
||||
else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE);
|
||||
|
||||
if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
|
||||
else DrawTextureRec(doors, doorRight.frameRec, doorRight.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.size, 2, WHITE);
|
||||
}
|
||||
else if (msgState == 1)
|
||||
{
|
||||
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 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.size*2, 2, WHITE);
|
||||
|
||||
DrawRectangleRec(blazon01.bounds, Fade(RED, 0.6f));
|
||||
DrawRectangleRec(blazon02.bounds, Fade(RED, 0.6f));
|
||||
DrawRectangleRec(blazon03.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 UnloadArmoryScreen(void)
|
||||
{
|
||||
// TODO: Unload GAMEPLAY screen variables here!
|
||||
UnloadTexture(background);
|
||||
|
||||
UnloadMonster(blazon01);
|
||||
UnloadMonster(blazon02);
|
||||
UnloadMonster(blazon03);
|
||||
}
|
||||
|
||||
// Gameplay Screen should finish?
|
||||
int FinishArmoryScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
332
games/skully_escape/screens/screen_attic.c
Normal file
332
games/skully_escape/screens/screen_attic.c
Normal file
@ -0,0 +1,332 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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 doorRight;
|
||||
|
||||
// Decalre monsters
|
||||
static Monster lamp;
|
||||
static Monster arc;
|
||||
|
||||
static bool monsterHover;
|
||||
static int monsterCheck; // Identify checking monster
|
||||
|
||||
static const char message[256] = "YOUR PARENTS ARE GONE! TIME TO ESCAPE!\nTHE DOOR IS LOCKED... TURN ON THE LIGHTS! ;)";
|
||||
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 InitAtticScreen(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_attic.png");
|
||||
|
||||
// Initialize doors
|
||||
doorRight.position = (Vector2) { 1074, 140 };
|
||||
doorRight.facing = 2;
|
||||
doorRight.locked = true;
|
||||
doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
|
||||
doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
|
||||
doorRight.selected = false;
|
||||
|
||||
// Monster init: lamp
|
||||
lamp.position = (Vector2){ 50, 316 };
|
||||
lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png");
|
||||
lamp.currentFrame = 0;
|
||||
lamp.framesCounter = 0;
|
||||
lamp.numFrames = 4;
|
||||
lamp.bounds = (Rectangle){ lamp.position.x + 20, 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 = false;
|
||||
|
||||
// Monster init: arc
|
||||
arc.position = (Vector2){ 760, 430 };
|
||||
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 UpdateAtticScreen(void)
|
||||
{
|
||||
if (player.key)
|
||||
{
|
||||
// Door: right
|
||||
if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
|
||||
(CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
|
||||
else doorRight.selected = false;
|
||||
|
||||
if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
|
||||
{
|
||||
if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
|
||||
{
|
||||
if (doorRight.locked)
|
||||
{
|
||||
doorRight.frameRec.y = 0;
|
||||
doorRight.locked = false;
|
||||
PlaySound(sndDoor);
|
||||
}
|
||||
else finishScreen = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (msgState > 2)
|
||||
{
|
||||
UpdatePlayer();
|
||||
|
||||
// Monsters logic
|
||||
UpdateMonster(&lamp);
|
||||
UpdateMonster(&arc);
|
||||
}
|
||||
|
||||
// Check player hover monsters to interact
|
||||
if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.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: 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 = 2;
|
||||
}
|
||||
}
|
||||
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 (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 (IsKeyPressed('M'))
|
||||
{
|
||||
finishScreen = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Gameplay Screen Draw logic
|
||||
void DrawAtticScreen(void)
|
||||
{
|
||||
DrawTexture(background, 0, 0, WHITE);
|
||||
|
||||
// Draw monsters
|
||||
DrawMonster(lamp, 0);
|
||||
DrawMonster(arc, 0);
|
||||
|
||||
// Draw door
|
||||
if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
|
||||
else DrawTextureRec(doors, doorRight.frameRec, doorRight.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.size, 2, WHITE);
|
||||
}
|
||||
else if (msgState == 1)
|
||||
{
|
||||
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 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.size*2, 2, WHITE);
|
||||
|
||||
DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
|
||||
DrawRectangleRec(arc.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 UnloadAtticScreen(void)
|
||||
{
|
||||
// TODO: Unload GAMEPLAY screen variables here!
|
||||
UnloadTexture(background);
|
||||
|
||||
UnloadMonster(lamp);
|
||||
UnloadMonster(arc);
|
||||
}
|
||||
|
||||
// Gameplay Screen should finish?
|
||||
int FinishAtticScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
383
games/skully_escape/screens/screen_bathroom.c
Normal file
383
games/skully_escape/screens/screen_bathroom.c
Normal file
@ -0,0 +1,383 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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 doorRight;
|
||||
|
||||
// Decalre monst
|
||||
static Monster lamp;
|
||||
static Monster chair;
|
||||
static Monster mirror;
|
||||
|
||||
static bool monsterHover = false;
|
||||
static int monsterCheck = -1; // Identify checking monster
|
||||
|
||||
static const char message[256] = "TRICK OR TREAT! WHO IS THE MOST BEAUTIFUL\nSKELETON IN THE WORLD?";
|
||||
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 InitBathroomScreen(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_bathroom.png");
|
||||
|
||||
// Reset Screen variables
|
||||
monsterHover = false;
|
||||
monsterCheck = -1;
|
||||
msgState = 0;
|
||||
msgCounter = 0;
|
||||
lettersCounter = 0;
|
||||
for (int i = 0; i < 256; i++) msgBuffer[i] = '\0';
|
||||
|
||||
// Initialize doors
|
||||
doorRight.position = (Vector2) { 1070, 135 };
|
||||
doorRight.facing = 2;
|
||||
doorRight.locked = true;
|
||||
doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
|
||||
doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
|
||||
doorRight.selected = false;
|
||||
|
||||
// Monster init: lamp
|
||||
lamp.position = (Vector2){ 35, 334 };
|
||||
lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png");
|
||||
lamp.currentFrame = 0;
|
||||
lamp.framesCounter = 0;
|
||||
lamp.numFrames = 4;
|
||||
lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y + 0, 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: mirror
|
||||
mirror.position = (Vector2){ 300, 200 };
|
||||
mirror.texture = LoadTexture("resources/textures/monster_mirror.png");
|
||||
mirror.currentFrame = 0;
|
||||
mirror.framesCounter = 0;
|
||||
mirror.numFrames = 4;
|
||||
mirror.bounds = (Rectangle){ mirror.position.x + 40, mirror.position.y + 20, 190, 200 };
|
||||
mirror.frameRec = (Rectangle) { 0, 0, mirror.texture.width/mirror.numFrames, mirror.texture.height };
|
||||
mirror.selected = false;
|
||||
mirror.active = false;
|
||||
mirror.spooky = false;
|
||||
|
||||
// Monster init: chair
|
||||
chair.position = (Vector2){ 760, 430 };
|
||||
chair.texture = LoadTexture("resources/textures/monster_chair_right.png");
|
||||
chair.currentFrame = 0;
|
||||
chair.framesCounter = 0;
|
||||
chair.numFrames = 4;
|
||||
chair.bounds = (Rectangle){ chair.position.x + 30, 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 = true;
|
||||
}
|
||||
|
||||
// Gameplay Screen Update logic
|
||||
void UpdateBathroomScreen(void)
|
||||
{
|
||||
if (player.key)
|
||||
{
|
||||
// Door: right
|
||||
if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
|
||||
(CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
|
||||
else doorRight.selected = false;
|
||||
|
||||
if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
|
||||
{
|
||||
if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
|
||||
{
|
||||
if (doorRight.locked)
|
||||
{
|
||||
doorRight.frameRec.y = 0;
|
||||
doorRight.locked = false;
|
||||
PlaySound(sndDoor);
|
||||
}
|
||||
else finishScreen = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (msgState > 2)
|
||||
{
|
||||
UpdatePlayer();
|
||||
|
||||
// Monsters logic
|
||||
UpdateMonster(&lamp);
|
||||
UpdateMonster(&mirror);
|
||||
UpdateMonster(&chair);
|
||||
}
|
||||
|
||||
// Check player hover monsters to interact
|
||||
if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
|
||||
((CheckCollisionRecs(player.bounds, mirror.bounds)) && !mirror.active) ||
|
||||
((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.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: mirror
|
||||
if ((CheckCollisionRecs(player.bounds, mirror.bounds)) && !mirror.active)
|
||||
{
|
||||
mirror.selected = true;
|
||||
|
||||
if ((IsKeyPressed(KEY_SPACE)) ||
|
||||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), mirror.bounds))))
|
||||
{
|
||||
SearchKeyPlayer();
|
||||
searching = true;
|
||||
framesCounter = 0;
|
||||
|
||||
monsterCheck = 2;
|
||||
}
|
||||
}
|
||||
else mirror.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 = 3;
|
||||
}
|
||||
}
|
||||
else chair.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 (mirror.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
mirror.active = true;
|
||||
mirror.selected = false;
|
||||
}
|
||||
else if (monsterCheck == 3)
|
||||
{
|
||||
if (chair.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
chair.active = true;
|
||||
chair.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 DrawBathroomScreen(void)
|
||||
{
|
||||
DrawTexture(background, 0, 0, WHITE);
|
||||
|
||||
// Draw monsters
|
||||
DrawMonster(lamp, 0);
|
||||
DrawMonster(mirror, 0);
|
||||
DrawMonster(chair, 0);
|
||||
|
||||
// Draw door
|
||||
if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
|
||||
else DrawTextureRec(doors, doorRight.frameRec, doorRight.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.size, 2, WHITE);
|
||||
}
|
||||
else if (msgState == 1)
|
||||
{
|
||||
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 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.size*2, 2, WHITE);
|
||||
|
||||
DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f));
|
||||
DrawRectangleRec(mirror.bounds, Fade(RED, 0.6f));
|
||||
DrawRectangleRec(chair.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 UnloadBathroomScreen(void)
|
||||
{
|
||||
// TODO: Unload GAMEPLAY screen variables here!
|
||||
UnloadTexture(background);
|
||||
|
||||
UnloadMonster(lamp);
|
||||
UnloadMonster(chair);
|
||||
UnloadMonster(mirror);
|
||||
}
|
||||
|
||||
// Gameplay Screen should finish?
|
||||
int FinishBathroomScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
90
games/skully_escape/screens/screen_ending.c
Normal file
90
games/skully_escape/screens/screen_ending.c
Normal file
@ -0,0 +1,90 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Ending screen global variables
|
||||
static int framesCounter;
|
||||
static int finishScreen;
|
||||
|
||||
static float alpha = 0.0f;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Ending Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Ending Screen Initialization logic
|
||||
void InitEndingScreen(void)
|
||||
{
|
||||
// TODO: Initialize ENDING screen variables here!
|
||||
framesCounter = 0;
|
||||
finishScreen = 0;
|
||||
alpha = 0.0f;
|
||||
}
|
||||
|
||||
// Ending Screen Update logic
|
||||
void UpdateEndingScreen(void)
|
||||
{
|
||||
// TODO: Update ENDING screen variables here!
|
||||
framesCounter++;
|
||||
|
||||
alpha += 0.005f;
|
||||
|
||||
if (alpha >= 1.0f) alpha = 1.0f;
|
||||
|
||||
// Press enter to change to ATTIC screen
|
||||
if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
|
||||
{
|
||||
finishScreen = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Ending Screen Draw logic
|
||||
void DrawEndingScreen(void)
|
||||
{
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKGRAY);
|
||||
|
||||
DrawTextEx(font, "CONGRATULATIONS!", (Vector2){ 50, 160 }, font.size*3, 2, Fade(WHITE, alpha));
|
||||
DrawTextEx(font, "SKULLY ESCAPED!", (Vector2){ 100, 300 }, font.size*3, 2, Fade(WHITE, alpha));
|
||||
|
||||
if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawText("PRESS ENTER or CLICK", 380, 545, 40, BLACK);
|
||||
}
|
||||
|
||||
// Ending Screen Unload logic
|
||||
void UnloadEndingScreen(void)
|
||||
{
|
||||
// TODO: Unload ENDING screen variables here!
|
||||
}
|
||||
|
||||
// Ending Screen should finish?
|
||||
int FinishEndingScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
403
games/skully_escape/screens/screen_kitchen.c
Normal file
403
games/skully_escape/screens/screen_kitchen.c
Normal file
@ -0,0 +1,403 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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;
|
||||
static Door doorRight;
|
||||
|
||||
// Decalre monsters
|
||||
static Monster closet;
|
||||
static Monster chair;
|
||||
static Monster window;
|
||||
|
||||
static bool monsterHover = false;
|
||||
static int monsterCheck = -1; // Identify checking monster
|
||||
|
||||
static const char message[256] = "QUITE BORING AROUND...\nANY BETTER ENTERTAINING?";
|
||||
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 InitKitchenScreen(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_kitchen.png");
|
||||
|
||||
// Initialize doors
|
||||
doorLeft.position = (Vector2) { -45, 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;
|
||||
|
||||
doorRight.position = (Vector2) { 1090, 148 };
|
||||
doorRight.facing = 2;
|
||||
doorRight.locked = true;
|
||||
doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2};
|
||||
doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2};
|
||||
doorRight.selected = false;
|
||||
|
||||
// Monster init: lamp
|
||||
closet.position = (Vector2){ 280, 260 };
|
||||
closet.texture = LoadTexture("resources/textures/monster_closet.png");
|
||||
closet.currentFrame = 0;
|
||||
closet.framesCounter = 0;
|
||||
closet.numFrames = 4;
|
||||
closet.bounds = (Rectangle){ closet.position.x + 100, closet.position.y+25, 272,348 };
|
||||
closet.frameRec = (Rectangle) { 0, 0, closet.texture.width/closet.numFrames, closet.texture.height };
|
||||
closet.selected = false;
|
||||
closet.active = false;
|
||||
closet.spooky = true;
|
||||
|
||||
// Monster init: chair
|
||||
chair.position = (Vector2){ 230, 410 };
|
||||
chair.texture = LoadTexture("resources/textures/monster_chair_left.png");
|
||||
chair.currentFrame = 0;
|
||||
chair.framesCounter = 0;
|
||||
chair.numFrames = 4;
|
||||
chair.bounds = (Rectangle){ chair.position.x + 30, chair.position.y + 60, 100, 160 };
|
||||
chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height };
|
||||
chair.selected = false;
|
||||
chair.active = false;
|
||||
chair.spooky = true;
|
||||
|
||||
// Monster init: window
|
||||
window.position = (Vector2){ 715, 88 };
|
||||
window.texture = LoadTexture("resources/textures/monster_window.png");
|
||||
window.currentFrame = 0;
|
||||
window.framesCounter = 0;
|
||||
window.numFrames = 4;
|
||||
window.bounds = (Rectangle){ window.position.x + 100, window.position.y + 10, 200, 370 };
|
||||
window.frameRec = (Rectangle) { 0, 0, window.texture.width/window.numFrames, window.texture.height };
|
||||
window.selected = false;
|
||||
window.active = false;
|
||||
window.spooky = false;
|
||||
}
|
||||
|
||||
// Gameplay Screen Update logic
|
||||
void UpdateKitchenScreen(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: right
|
||||
if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) ||
|
||||
(CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true;
|
||||
else doorRight.selected = false;
|
||||
|
||||
if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
|
||||
{
|
||||
if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
|
||||
{
|
||||
if (doorRight.locked)
|
||||
{
|
||||
doorRight.frameRec.y = 0;
|
||||
doorRight.locked = false;
|
||||
PlaySound(sndDoor);
|
||||
}
|
||||
else finishScreen = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (msgState > 2)
|
||||
{
|
||||
UpdatePlayer();
|
||||
|
||||
// Monsters logic
|
||||
UpdateMonster(&closet);
|
||||
UpdateMonster(&chair);
|
||||
UpdateMonster(&window);
|
||||
}
|
||||
|
||||
// Check player hover monsters to interact
|
||||
if (((CheckCollisionRecs(player.bounds, closet.bounds)) && !closet.active) ||
|
||||
((CheckCollisionRecs(player.bounds, window.bounds)) && !window.active)) monsterHover = true;
|
||||
else monsterHover = false;
|
||||
|
||||
// Monters logic: closet
|
||||
if ((CheckCollisionRecs(player.bounds, closet.bounds)) && !closet.active)
|
||||
{
|
||||
closet.selected = true;
|
||||
|
||||
if ((IsKeyPressed(KEY_SPACE)) ||
|
||||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), closet.bounds))))
|
||||
{
|
||||
SearchKeyPlayer();
|
||||
searching = true;
|
||||
framesCounter = 0;
|
||||
|
||||
monsterCheck = 1;
|
||||
}
|
||||
}
|
||||
else closet.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: window
|
||||
if ((CheckCollisionRecs(player.bounds, window.bounds)) && !window.active)
|
||||
{
|
||||
window.selected = true;
|
||||
|
||||
if ((IsKeyPressed(KEY_SPACE)) ||
|
||||
((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), window.bounds))))
|
||||
{
|
||||
SearchKeyPlayer();
|
||||
searching = true;
|
||||
framesCounter = 0;
|
||||
|
||||
monsterCheck = 3;
|
||||
}
|
||||
}
|
||||
else window.selected = false;
|
||||
|
||||
if (searching)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 180)
|
||||
{
|
||||
if (monsterCheck == 1)
|
||||
{
|
||||
if (closet.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
closet.active = true;
|
||||
closet.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 (window.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
window.active = true;
|
||||
window.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 DrawKitchenScreen(void)
|
||||
{
|
||||
DrawTexture(background, 0, 0, WHITE);
|
||||
|
||||
// Draw monsters
|
||||
DrawMonster(closet, 0);
|
||||
DrawMonster(chair, 0);
|
||||
DrawMonster(window, 0);
|
||||
|
||||
// Draw door
|
||||
if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN);
|
||||
else DrawTextureRec(doors, doorRight.frameRec, doorRight.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.size, 2, WHITE);
|
||||
}
|
||||
else if (msgState == 1)
|
||||
{
|
||||
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 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.size*2, 2, WHITE);
|
||||
|
||||
DrawRectangleRec(closet.bounds, Fade(RED, 0.6f));
|
||||
DrawRectangleRec(window.bounds, Fade(RED, 0.6f));
|
||||
DrawRectangleRec(chair.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 UnloadKitchenScreen(void)
|
||||
{
|
||||
// TODO: Unload GAMEPLAY screen variables here!
|
||||
UnloadTexture(background);
|
||||
|
||||
UnloadMonster(closet);
|
||||
UnloadMonster(chair);
|
||||
UnloadMonster(window);
|
||||
}
|
||||
|
||||
// Gameplay Screen should finish?
|
||||
int FinishKitchenScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
403
games/skully_escape/screens/screen_livingroom.c
Normal file
403
games/skully_escape/screens/screen_livingroom.c
Normal file
@ -0,0 +1,403 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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.size, 2, WHITE);
|
||||
}
|
||||
else if (msgState == 1)
|
||||
{
|
||||
DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 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.size*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;
|
||||
}
|
||||
108
games/skully_escape/screens/screen_logo.c
Normal file
108
games/skully_escape/screens/screen_logo.c
Normal file
@ -0,0 +1,108 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Logo screen global variables
|
||||
static int framesCounter = 0;
|
||||
static int finishScreen;
|
||||
|
||||
static Texture2D logo;
|
||||
static float logoAlpha = 0;
|
||||
|
||||
static int state = 0;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Logo Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Logo Screen Initialization logic
|
||||
void InitLogoScreen(void)
|
||||
{
|
||||
// Initialize LOGO screen variables here!
|
||||
finishScreen = 0;
|
||||
|
||||
logo = LoadTexture("resources/textures/skully_logo.png");
|
||||
}
|
||||
|
||||
// Logo Screen Update logic
|
||||
void UpdateLogoScreen(void)
|
||||
{
|
||||
// Update LOGO screen variables here!
|
||||
if (state == 0)
|
||||
{
|
||||
logoAlpha += 0.04f;
|
||||
|
||||
if (logoAlpha >= 1.0f) state = 1;
|
||||
}
|
||||
else if (state == 1)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 180) state = 2;
|
||||
}
|
||||
else if (state == 2)
|
||||
{
|
||||
logoAlpha -= 0.04f;
|
||||
|
||||
if (logoAlpha <= 0.0f)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = 3;
|
||||
}
|
||||
}
|
||||
else if (state == 3)
|
||||
{
|
||||
finishScreen = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Logo Screen Draw logic
|
||||
void DrawLogoScreen(void)
|
||||
{
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RAYWHITE);
|
||||
|
||||
DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 130, Fade(WHITE, logoAlpha));
|
||||
|
||||
DrawText("GRAY TEAM", 340, 450, 100, Fade(DARKGRAY, logoAlpha));
|
||||
}
|
||||
|
||||
// Logo Screen Unload logic
|
||||
void UnloadLogoScreen(void)
|
||||
{
|
||||
// Unload LOGO screen variables here!
|
||||
UnloadTexture(logo);
|
||||
}
|
||||
|
||||
// Logo Screen should finish?
|
||||
int FinishLogoScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
201
games/skully_escape/screens/screen_logo_raylib.c
Normal file
201
games/skully_escape/screens/screen_logo_raylib.c
Normal file
@ -0,0 +1,201 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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"
|
||||
|
||||
#define LOGO_RECS_SIDE 16
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Logo screen global variables
|
||||
static int framesCounter = 0;
|
||||
static int finishScreen;
|
||||
|
||||
static int logoPositionX;
|
||||
static int logoPositionY;
|
||||
|
||||
static int lettersCount = 0;
|
||||
|
||||
static int topSideRecWidth = LOGO_RECS_SIDE;
|
||||
static int leftSideRecHeight = LOGO_RECS_SIDE;
|
||||
|
||||
static int bottomSideRecWidth = LOGO_RECS_SIDE;
|
||||
static int rightSideRecHeight = LOGO_RECS_SIDE;
|
||||
|
||||
static char raylib[8]; // raylib text array, max 8 letters
|
||||
static int state = 0; // Tracking animation states (State Machine)
|
||||
static float alpha = 1.0f; // Useful for fading
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Logo Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Logo Screen Initialization logic
|
||||
void rlInitLogoScreen(void)
|
||||
{
|
||||
// TODO: Initialize LOGO screen variables here!
|
||||
finishScreen = 0;
|
||||
|
||||
logoPositionX = GetScreenWidth()/2 - 128;
|
||||
logoPositionY = GetScreenHeight()/2 - 128;
|
||||
|
||||
for (int i = 0; i < 8; i++) raylib[i] = '\0';
|
||||
}
|
||||
|
||||
// Logo Screen Update logic
|
||||
void rlUpdateLogoScreen(void)
|
||||
{
|
||||
// Update LOGO screen variables here!
|
||||
if (state == 0) // State 0: Small box blinking
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter == 80)
|
||||
{
|
||||
state = 1;
|
||||
framesCounter = 0; // Reset counter... will be used later...
|
||||
}
|
||||
}
|
||||
else if (state == 1) // State 1: Top and left bars growing
|
||||
{
|
||||
topSideRecWidth += 8;
|
||||
leftSideRecHeight += 8;
|
||||
|
||||
if (topSideRecWidth == 256) state = 2;
|
||||
}
|
||||
else if (state == 2) // State 2: Bottom and right bars growing
|
||||
{
|
||||
bottomSideRecWidth += 8;
|
||||
rightSideRecHeight += 8;
|
||||
|
||||
if (bottomSideRecWidth == 256) state = 3;
|
||||
}
|
||||
else if (state == 3) // State 3: Letters appearing (one by one)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter/10) // Every 12 frames, one more letter!
|
||||
{
|
||||
lettersCount++;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
switch (lettersCount)
|
||||
{
|
||||
case 1: raylib[0] = 'r'; break;
|
||||
case 2: raylib[1] = 'a'; break;
|
||||
case 3: raylib[2] = 'y'; break;
|
||||
case 4: raylib[3] = 'l'; break;
|
||||
case 5: raylib[4] = 'i'; break;
|
||||
case 6: raylib[5] = 'b'; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// When all letters have appeared...
|
||||
if (lettersCount >= 10)
|
||||
{
|
||||
state = 4;
|
||||
framesCounter = 0;
|
||||
}
|
||||
}
|
||||
else if (state == 4)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 100)
|
||||
{
|
||||
alpha -= 0.02f;
|
||||
|
||||
if (alpha <= 0.0f)
|
||||
{
|
||||
alpha = 0.0f;
|
||||
finishScreen = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Logo Screen Draw logic
|
||||
void rlDrawLogoScreen(void)
|
||||
{
|
||||
if (state == 0)
|
||||
{
|
||||
if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
|
||||
}
|
||||
else if (state == 1)
|
||||
{
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
||||
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
||||
}
|
||||
else if (state == 2)
|
||||
{
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
||||
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
||||
|
||||
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
|
||||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
|
||||
}
|
||||
else if (state == 3)
|
||||
{
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
|
||||
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
|
||||
|
||||
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
|
||||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
|
||||
|
||||
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
||||
|
||||
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
|
||||
}
|
||||
else if (state == 4)
|
||||
{
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
|
||||
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
|
||||
|
||||
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
|
||||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
|
||||
|
||||
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
||||
|
||||
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
|
||||
|
||||
if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
|
||||
}
|
||||
}
|
||||
|
||||
// Logo Screen Unload logic
|
||||
void rlUnloadLogoScreen(void)
|
||||
{
|
||||
// TODO: Unload LOGO screen variables here!
|
||||
}
|
||||
|
||||
// Logo Screen should finish?
|
||||
int rlFinishLogoScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
92
games/skully_escape/screens/screen_title.c
Normal file
92
games/skully_escape/screens/screen_title.c
Normal file
@ -0,0 +1,92 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Title screen global variables
|
||||
static int framesCounter;
|
||||
static int finishScreen;
|
||||
|
||||
static Texture2D title;
|
||||
static float titleAlpha = 0.0f;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Title Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Title Screen Initialization logic
|
||||
void InitTitleScreen(void)
|
||||
{
|
||||
// Initialize TITLE screen variables here!
|
||||
framesCounter = 0;
|
||||
finishScreen = 0;
|
||||
|
||||
title = LoadTexture("resources/textures/title.png");
|
||||
}
|
||||
|
||||
// Title Screen Update logic
|
||||
void UpdateTitleScreen(void)
|
||||
{
|
||||
// Update TITLE screen variables here!
|
||||
framesCounter++;
|
||||
|
||||
titleAlpha += 0.005f;
|
||||
|
||||
if (titleAlpha >= 1.0f) titleAlpha = 1.0f;
|
||||
|
||||
// Press enter to change to ATTIC screen
|
||||
if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
|
||||
{
|
||||
finishScreen = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Title Screen Draw logic
|
||||
void DrawTitleScreen(void)
|
||||
{
|
||||
//DrawText("TITLE SCREEN", 100, 100, 140, Fade(BLACK, titleAlpha));
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKGRAY);
|
||||
DrawTexture(title, GetScreenWidth()/2 - title.width/2, 20, Fade(WHITE, titleAlpha));
|
||||
|
||||
if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawText("PRESS ENTER to START", 380, 545, 40, BLACK);
|
||||
}
|
||||
|
||||
// Title Screen Unload logic
|
||||
void UnloadTitleScreen(void)
|
||||
{
|
||||
// Unload TITLE screen variables here!
|
||||
UnloadTexture(title);
|
||||
}
|
||||
|
||||
// Title Screen should finish?
|
||||
int FinishTitleScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
164
games/skully_escape/screens/screens.h
Normal file
164
games/skully_escape/screens/screens.h
Normal file
@ -0,0 +1,164 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Screens Functions Declarations (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef SCREENS_H
|
||||
#define SCREENS_H
|
||||
|
||||
#define PLAYER_ANIM_FRAMES 7
|
||||
#define PLAYER_ANIM_SEQ 2
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum GameScreen { LOGO = 0, LOGO_RL, TITLE, ATTIC, AISLE01, AISLE02, BATHROOM, LIVINGROOM, KITCHEN, ARMORY, ENDING } GameScreen;
|
||||
|
||||
typedef struct Door {
|
||||
Vector2 position;
|
||||
int facing;
|
||||
bool locked;
|
||||
bool selected;
|
||||
Rectangle frameRec;
|
||||
Rectangle bound;
|
||||
} Door;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
GameScreen currentScreen;
|
||||
SpriteFont font;
|
||||
|
||||
Texture2D doors;
|
||||
Sound sndDoor;
|
||||
Sound sndScream;
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Logo Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitLogoScreen(void);
|
||||
void UpdateLogoScreen(void);
|
||||
void DrawLogoScreen(void);
|
||||
void UnloadLogoScreen(void);
|
||||
int FinishLogoScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// raylib Logo Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void rlInitLogoScreen(void);
|
||||
void rlUpdateLogoScreen(void);
|
||||
void rlDrawLogoScreen(void);
|
||||
void rlUnloadLogoScreen(void);
|
||||
int rlFinishLogoScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Title Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitTitleScreen(void);
|
||||
void UpdateTitleScreen(void);
|
||||
void DrawTitleScreen(void);
|
||||
void UnloadTitleScreen(void);
|
||||
int FinishTitleScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Attic Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitAtticScreen(void);
|
||||
void UpdateAtticScreen(void);
|
||||
void DrawAtticScreen(void);
|
||||
void UnloadAtticScreen(void);
|
||||
int FinishAtticScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Aisle01 Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitAisle01Screen(void);
|
||||
void UpdateAisle01Screen(void);
|
||||
void DrawAisle01Screen(void);
|
||||
void UnloadAisle01Screen(void);
|
||||
int FinishAisle01Screen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Aisle02 Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitAisle02Screen(void);
|
||||
void UpdateAisle02Screen(void);
|
||||
void DrawAisle02Screen(void);
|
||||
void UnloadAisle02Screen(void);
|
||||
int FinishAisle02Screen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Bathroom Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitBathroomScreen(void);
|
||||
void UpdateBathroomScreen(void);
|
||||
void DrawBathroomScreen(void);
|
||||
void UnloadBathroomScreen(void);
|
||||
int FinishBathroomScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Livingroom Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitLivingroomScreen(void);
|
||||
void UpdateLivingroomScreen(void);
|
||||
void DrawLivingroomScreen(void);
|
||||
void UnloadLivingroomScreen(void);
|
||||
int FinishLivingroomScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Kitchen Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitKitchenScreen(void);
|
||||
void UpdateKitchenScreen(void);
|
||||
void DrawKitchenScreen(void);
|
||||
void UnloadKitchenScreen(void);
|
||||
int FinishKitchenScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Armory Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitArmoryScreen(void);
|
||||
void UpdateArmoryScreen(void);
|
||||
void DrawArmoryScreen(void);
|
||||
void UnloadArmoryScreen(void);
|
||||
int FinishArmoryScreen(void);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Ending Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitEndingScreen(void);
|
||||
void UpdateEndingScreen(void);
|
||||
void DrawEndingScreen(void);
|
||||
void UnloadEndingScreen(void);
|
||||
int FinishEndingScreen(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // SCREENS_H
|
||||
Reference in New Issue
Block a user