Upload GGJ18 game: transmission mission

Game developed in the GGJ18, it has some bugs and ending screen is
incomplete... I'll try to keep working a bit more on it.
This commit is contained in:
Ray
2018-01-29 13:46:04 +01:00
parent 1ce8c80de9
commit eb508bf75f
36 changed files with 2160 additions and 0 deletions

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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#include <string.h>
#include <stdlib.h>
#define MAX_TITLE_CHAR 128
#define MAX_SUBTITLE_CHAR 256
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
static char *codingWords[MAX_CODING_WORDS] = {
"pollo\0",
"conejo\0",
"huevo\0",
"nido\0",
"aire\0",
"armario\0",
"agujero\0",
"platano\0",
"pastel\0",
"mercado\0",
"raton\0",
"melon\0",
};
// Ending screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D texBackground;
static Texture2D texNewspaper;
static Texture2D texVignette;
static Sound fxNews;
static float rotation = 0.1f;
static float scale = 0.05f;
static int state = 0;
static Mission *missions = NULL;
static bool showResults = false;
//----------------------------------------------------------------------------------
// Ending Screen Functions Definition
//----------------------------------------------------------------------------------
// Ending Screen Initialization logic
void InitEndingScreen(void)
{
framesCounter = 0;
finishScreen = 0;
rotation = 0.1f;
scale = 0.05f;
state = 0;
texBackground = LoadTexture("resources/textures/ending_background.png");
texVignette = LoadTexture("resources/textures/message_vignette.png");
fxNews = LoadSound("resources/audio/fx_batman.ogg");
// TODO: Check game results!
missions = LoadMissions("resources/missions.txt");
int wordsCount = missions[currentMission].wordsCount;
TraceLog(LOG_WARNING, "Words count %i", wordsCount);
char title[MAX_TITLE_CHAR] = "\0";
//char subtitle[MAX_SUBTITLE_CHAR] = "\0";
char *ptrTitle = title;
int len = 0;
for (int i = 0; i < wordsCount; i++)
{
if (messageWords[i].id == missions[currentMission].sols[i])
{
len = strlen(messageWords[i].text);
strncpy(ptrTitle, messageWords[i].text, len);
ptrTitle += len;
// title[len] = ' ';
// len++;
// ptrTitle++;
}
else
{
TraceLog(LOG_WARNING, "Coding word: %s", codingWords[messageWords[i].id]);
len = strlen(codingWords[messageWords[i].id]);
TraceLog(LOG_WARNING, "Lenght: %i", len);
strncpy(ptrTitle, codingWords[messageWords[i].id], len);
ptrTitle += len;
// title[len] = ' ';
// len++;
// ptrTitle++;
}
}
ptrTitle = '\0';
//TraceLog(LOG_WARNING, "Titular: %s", title);
// Generate newspaper with title and subtitle
Image imNewspaper = LoadImage("resources/textures/ending_newspaper.png");
SpriteFont fontNews = LoadSpriteFontEx("resources/fonts/Lora-Bold.ttf", 82, 250, 0);
ImageDrawTextEx(&imNewspaper, (Vector2){ 50, 220 }, fontNews, "FRACASO EN LA GGJ18!", fontNews.baseSize, 0, DARKGRAY);
// TODO: Draw subtitle message
//ImageDrawTextEx(&imNewspaper, (Vector2){ 50, 210 }, fontNews, "SUBE LA ESCALERA!", fontNews.baseSize, 0, DARKGRAY);
texNewspaper = LoadTextureFromImage(imNewspaper);
UnloadSpriteFont(fontNews);
UnloadImage(imNewspaper);
}
// Ending Screen Update logic
void UpdateEndingScreen(void)
{
framesCounter++;
if (framesCounter == 10) PlaySound(fxNews);
if (state == 0)
{
rotation += 18.0f;
scale += 0.0096f;
if (scale >= 1.0f)
{
scale = 1.0f;
state = 1;
}
}
if ((state == 1) && (IsKeyPressed(KEY_ENTER) || IsButtonPressed()))
{
currentMission++;
if (currentMission >= totalMissions) finishScreen = 2;
else finishScreen = 1;
}
if (IsKeyPressed(KEY_SPACE)) showResults = !showResults;
}
// Ending Screen Draw logic
void DrawEndingScreen(void)
{
DrawTexture(texBackground, 0, 0, WHITE);
DrawTexturePro(texNewspaper, (Rectangle){ 0, 0, texNewspaper.width, texNewspaper.height },
(Rectangle){ GetScreenWidth()/2, GetScreenHeight()/2, texNewspaper.width*scale, texNewspaper.height*scale },
(Vector2){ (float)texNewspaper.width*scale/2, (float)texNewspaper.height*scale/2 }, rotation, WHITE);
DrawTextureEx(texVignette, (Vector2){ 0, 0 }, 0.0f, 2.0f, WHITE);
if (showResults)
{
for (int i = 0; i < missions[currentMission].wordsCount; i++)
{
if (messageWords[i].id == missions[currentMission].sols[i]) DrawText(messageWords[i].text, 10, 10 + 30*i, 20, GREEN);
else DrawText(codingWords[messageWords[i].id], 10, 10 + 30*i, 20, RED);
}
}
if (state == 1) DrawButton("continuar");
}
// Ending Screen Unload logic
void UnloadEndingScreen(void)
{
UnloadTexture(texBackground);
UnloadTexture(texNewspaper);
UnloadTexture(texVignette);
UnloadSound(fxNews);
free(missions);
}
// Ending Screen should finish?
int FinishEndingScreen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
//#define MAX_CODING_WORDS 12
//#define MAX_MISSION_WORDS 8
#define MAX_LINE_CHAR 30
/*
// NOTE: Coding words are generic and the same words
// are used for all missions,
typedef enum CodingWords {
POLLO = 0,
CONEJO,
HUEVO,
NIDO,
AIRE,
ARMARIO,
AGUJERO,
COSA,
WORD,
} CodingWords;
*/
static char *codingWords[MAX_CODING_WORDS] = {
"pollo\0",
"conejo\0",
"huevo\0",
"nido\0",
"aire\0",
"armario\0",
"agujero\0",
"platano\0",
"pastel\0",
"mercado\0",
"raton\0",
"melon\0"
};
// Words to be coded or coding words
/*typedef struct Word {
int id;
Rectangle rec;
Rectangle iniRec;
bool hover;
bool picked;
char text[32]; // text
} Word;*/
/*
// Mission information
typedef struct Mission {
int id;
char brief[512]; // Mission briefing
char key[32]; // Mission keyword
char msg[256]; // Message to be coded
int wordsCount; // Number of words to coded
int sols[8]; // Solution code, depends on wordsCount
} Mission;
*/
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Gameplay screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D texBackground;
static SpriteFont fontMessage;
static Texture2D texWordsAtlas;
static Texture2D texVignette;
static Sound fxGrab;
static Sound fxPlace;
static Sound fxLeave;
static Music musSpy;
static Word words[MAX_CODING_WORDS] = { 0 };
// Hay que hacerlo global, para poder consultar el resultado desde la endingscreen
//static Word messageWords[MAX_MISSION_WORDS] = { 0 };
static Mission *missions = NULL;
static bool canSend = false;
Vector2 msgOffset = { 430, 300 };
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Definition
//----------------------------------------------------------------------------------
// Gameplay Screen Initialization logic
void InitGameplayScreen(void)
{
framesCounter = 0;
finishScreen = 0;
fontMessage = LoadSpriteFontEx("resources/fonts/traveling_typewriter.ttf", 30, 250, 0);
texBackground = LoadTexture("resources/textures/message_background.png");
texVignette = LoadTexture("resources/textures/message_vignette.png");
fxGrab = LoadSound("resources/audio/fx_grab.ogg");
fxPlace = LoadSound("resources/audio/fx_place.ogg");
fxLeave = LoadSound("resources/audio/fx_leave.ogg");
musSpy = LoadMusicStream("resources/audio/s_p_y.xm");
PlayMusicStream(musSpy);
#if defined(PLATFORM_WEB)
#define WORD_ATLAS_FROM_FILE
#endif
#if defined(WORD_ATLAS_FROM_FILE)
texWordsAtlas = LoadTexture("resources/textures/mission_words.png");
#else
// Generate coding words atlas directly from text
Image imWordsBase = LoadImage("resources/textures/words_base.png");
Image imWords = GenImageColor(imWordsBase.width, imWordsBase.height*MAX_CODING_WORDS, WHITE);
for (int i = 0; i < MAX_CODING_WORDS; i++)
{
ImageDraw(&imWords, imWordsBase,
(Rectangle){ 0, 0, imWordsBase.width, imWordsBase.height },
(Rectangle){ 0, imWordsBase.height*i, imWordsBase.width, imWordsBase.height });
ImageDrawTextEx(&imWords,(Vector2){ imWordsBase.width/2 - MeasureTextEx(fontMessage, codingWords[i],
fontMessage.baseSize, 0).x/2, imWordsBase.height*i }, fontMessage, codingWords[i],
fontMessage.baseSize, 0, BLACK);
}
texWordsAtlas = LoadTextureFromImage(imWords);
UnloadImage(imWordsBase);
UnloadImage(imWords);
#endif
// Initialize missions
// WARNING: Some problem with imWords image generation (memory leak?) could cause
// that loading missions before/after generation breaks game, on web is the other way round... :(
missions = LoadMissions("resources/missions.txt");
TraceLog(LOG_WARNING, "Words count %i", missions[currentMission].wordsCount);
// Initialize coding words
for (int i = 0; i < MAX_CODING_WORDS; i++)
{
words[i].id = -1; // Not placed anywhere
words[i].rec.x = 110 + 940*(i/(MAX_CODING_WORDS/2));
words[i].rec.y = 200 + 60*(i%(MAX_CODING_WORDS/2));
words[i].rec.width = 140; // texWordsAtlas.width/MAX_MISSIONS
words[i].rec.height = 35; // texWordsAtlas.height/MAX_MISSION_WORDS
words[i].iniRec = words[i].rec;
words[i].hover = false; // Mouse hover detected
words[i].picked = false; // Mouse picked
//words[i].text = ''; //codingWords[i]; // Fill text if required...
}
// Analize missions[currentMission].msg string for words!
int msgLen = strlen(missions[currentMission].msg);
// Add '/' each MAX_LINE_CHAR chars
int currentLine = 1;
int i = currentLine * MAX_LINE_CHAR;
while (i < msgLen - 1)
{
if (missions[currentMission].msg[i] == ' ')
{
missions[currentMission].msg[i] = '/';
currentLine++;
i = currentLine*MAX_LINE_CHAR;
}
else i++;
}
int currentWord = 0;
int offsetX = 0;
int offsetY = 0;
bool foundWord = false;
int wordInitPosX = 0;
int wordInitPosY = 0;
// TODO: messageWords should be reseted every mission
//memcpy(messageWords, 0, sizeof(Word)*MAX_MISSION_WORDS);
for (int i = 0; i < msgLen; i++)
{
char c = missions[currentMission].msg[i];
if (foundWord && (c == ' ' || c == '.'))
{
foundWord = false;
messageWords[currentWord - 1].rec.width = (int)MeasureTextEx(fontMessage, SubText(missions[currentMission].msg, wordInitPosX, (i - wordInitPosX)), 30, 0).x;
messageWords[currentWord - 1].rec.height = fontMessage.baseSize;
//TODO: Guardar en message
strncpy(messageWords[currentWord - 1].text, SubText(missions[currentMission].msg, wordInitPosX, (i - wordInitPosX)), i - wordInitPosX);
}
if (c == '@') // One word to change
{
foundWord = true;
missions[currentMission].msg[i] = ' ';
offsetX = (int)MeasureTextEx(fontMessage, SubText(missions[currentMission].msg, wordInitPosY, (i + 1) - wordInitPosY), 30, 0).x;
messageWords[currentWord].rec.x = offsetX;
messageWords[currentWord].rec.y = offsetY;
wordInitPosX = i + 1;
currentWord++;
}
else if (c == '/')
{
missions[currentMission].msg[i] = '\n';
wordInitPosY = i;
offsetY += (fontMessage.baseSize + fontMessage.baseSize/2); // raylib internal increment on line break...
}
}
for (int i = 0; i < missions[currentMission].wordsCount; i++)
{
messageWords[i].id = -1; // Not required for message words, id is the array position
// Recalculate words rectangles considering text offset on screen
messageWords[i].rec.x += msgOffset.x;
messageWords[i].rec.y += msgOffset.y;
// Recalculate words rectangle considering new width height
messageWords[i].rec.x -= (texWordsAtlas.width - messageWords[i].rec.width)/2;
messageWords[i].rec.y -= ((texWordsAtlas.height / MAX_CODING_WORDS) - messageWords[i].rec.height)/2;
//Recalculate width height
messageWords[i].rec.width = texWordsAtlas.width;
messageWords[i].rec.height = texWordsAtlas.height / MAX_CODING_WORDS;
messageWords[i].hover = false; // Mouse hover detected
messageWords[i].picked = false; // Mouse picked
}
}
// Gameplay Screen Update logic
void UpdateGameplayScreen(void)
{
UpdateMusicStream(musSpy);
for (int i = 0; i < MAX_CODING_WORDS; i++)
{
if (CheckCollisionPointRec(GetMousePosition(), words[i].rec))
{
words[i].hover = true;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
words[i].picked = true;
PlaySound(fxGrab);
}
}
else words[i].hover = false;
if (words[i].picked)
{
for (int j = 0; j < missions[currentMission].wordsCount; j++)
{
if (CheckCollisionPointRec(GetMousePosition(), messageWords[j].rec)) messageWords[j].hover = true;
else messageWords[j].hover = false;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
words[i].picked = false;
for (int j = 0; j < missions[currentMission].wordsCount; j++)
{
messageWords[j].hover = false;
if (CheckCollisionPointRec(GetMousePosition(), messageWords[j].rec))
{
PlaySound(fxPlace);
words[i].rec.x = messageWords[j].rec.x;
words[i].rec.y = messageWords[j].rec.y;
if (messageWords[j].id != -1)
{
int id = messageWords[j].id;
words[id].rec = words[id].iniRec;
}
messageWords[j].id = i;
for (int k = 0; k < missions[currentMission].wordsCount; k++)
{
if (j != k && messageWords[j].id == messageWords[k].id)
{
messageWords[k].id = -1;
break;
}
}
break;
}
else
{
PlaySound(fxLeave);
words[i].rec = words[i].iniRec;
if (i == messageWords[j].id) messageWords[j].id = -1;
}
}
}
}
// TODO: Move word picked with mouse
if (words[i].picked)
{
words[i].rec.x = GetMouseX() - words[i].rec.width/2;
words[i].rec.y = GetMouseY() - words[i].rec.height/2;
// TODO: Check if label is placed in some mission word position
//if (CheckCollisionRecs(words[i].rec))
}
else
{
//if (words[i].id != -1)
}
}
canSend = true;
for(int j = 0; j < missions[currentMission].wordsCount; j++)
{
if(messageWords[j].id == -1)
{
canSend = false;
break;
}
}
if (canSend && (IsKeyPressed(KEY_ENTER) || IsButtonPressed()))
{
finishScreen = true;
}
}
// Gameplay Screen Draw logic
void DrawGameplayScreen(void)
{
DrawTexture(texBackground, 0, 0, WHITE);
DrawTextEx(fontMessage, missions[currentMission].msg, msgOffset, fontMessage.baseSize, 0, BLACK);
for (int i = 0; i < missions[currentMission].wordsCount; i++)
{
Rectangle recLines = messageWords[i].rec;
DrawRectangleLines(recLines.x, recLines.y, recLines.width, recLines.height, Fade(RED, 0.35f));
if(messageWords[i].hover) DrawRectangleRec(messageWords[i].rec, Fade(RED, 0.30f));
DrawText(FormatText("%i", messageWords[i].id), i*25, 0, 30, RED);
}
for (int i = 0; i < MAX_CODING_WORDS; i++)
{
if (words[i].picked) DrawTextureRec(texWordsAtlas, (Rectangle){ 0, i*35, 140, 35 }, (Vector2){ words[i].rec.x, words[i].rec.y }, MAROON);
else if (words[i].hover) DrawTextureRec(texWordsAtlas, (Rectangle){ 0, i*35, 140, 35 }, (Vector2){ words[i].rec.x, words[i].rec.y }, RED);
else DrawTextureRec(texWordsAtlas, (Rectangle){ 0, i*35, 140, 35 }, (Vector2){ words[i].rec.x, words[i].rec.y }, WHITE);
}
DrawTexturePro(texVignette, (Rectangle){0,0,texVignette.width, texVignette.height}, (Rectangle){0,0,GetScreenWidth(), GetScreenHeight()}, (Vector2){0,0}, 0, WHITE);
if (canSend) DrawButton("enviar");
}
// Gameplay Screen Unload logic
void UnloadGameplayScreen(void)
{
UnloadTexture(texBackground);
UnloadTexture(texVignette);
UnloadTexture(texWordsAtlas);
UnloadSound(fxGrab);
UnloadSound(fxLeave);
UnloadSound(fxPlace);
UnloadMusicStream(musSpy);
free(missions);
}
// Gameplay Screen should finish?
int FinishGameplayScreen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Logo screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D logoCW;
static float fadeValue;
static int showLogoFrames;
static bool fadeOut;
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
// Logo Screen Initialization logic
void InitLogoScreen(void)
{
framesCounter = 0;
finishScreen = 0;
logoCW = LoadTexture("resources/textures/cw_logo.png");
showLogoFrames = 60;
fadeValue = 0;
fadeOut = false;
}
// Logo Screen Update logic
void UpdateLogoScreen(void)
{
if(!fadeOut)
{
fadeValue += 0.02f;
if(fadeValue > 1.01f)
{
fadeValue = 1.0f;
framesCounter++;
if(framesCounter % showLogoFrames == 0)
{
fadeOut = true;
finishScreen = true;
}
}
}
if(IsKeyPressed(KEY_ENTER))
{
finishScreen = true;
}
}
// Logo Screen Draw logic
void DrawLogoScreen(void)
{
DrawTexture(logoCW, GetScreenWidth()/2 - logoCW.width/2, GetScreenHeight()/2 - logoCW.height/2, Fade(WHITE, fadeValue));
}
// Logo Screen Unload logic
void UnloadLogoScreen(void)
{
UnloadTexture(logoCW);
}
// Logo Screen should finish?
int FinishLogoScreen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - transmission mission
*
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#include <string.h>
#include <stdlib.h>
#define MISSION_MAX_LENGTH 256
#define KEYWORD_MAX_LENGTH 32
#define MAX_LINE_CHAR 75
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Mission screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D texBackground;
static Texture2D texBackline; //mission_backline
static Rectangle sourceRecBackLine;
static Rectangle destRecBackLine;
static float fadeBackLine;
static Vector2 numberPosition;
static Color numberColor;
//static char textMission[MISSION_MAX_LENGTH];
static Vector2 missionPosition;
static int missionSize;
static Color missionColor;
static int missionLenght;
static bool missionMaxLength;
static int missionSpeed;
//static char textKeyword[KEYWORD_MAX_LENGTH];
static Vector2 keywordPosition;
static Color keywordColor;
static int showMissionWaitFrames;
static int showNumberWaitFrames;
static int showKeywordWaitFrames;
static bool startWritting;
static bool writeMission;
static bool writeNumber;
static bool writeKeyword;
static bool writeEnd;
static bool writtingMission;
static int blinkFrames;
static bool blinkKeyWord = true;
static bool showButton = false;
static Mission *missions = NULL;
static Sound fxTransmit;
static Music musMission;
//----------------------------------------------------------------------------------
// Mission Screen Functions Definition
//----------------------------------------------------------------------------------
static void WriteMissionText();
static void EndWritting();
static void BlinkKeyword();
// Mission Screen Initialization logic
void InitMissionScreen(void)
{
framesCounter = 0;
finishScreen = 0;
fadeButton = 0.80f;
texBackground = LoadTexture("resources/textures/mission_background.png");
texBackline = LoadTexture("resources/textures/mission_backline.png");
sourceRecBackLine = (Rectangle){0,0,GetScreenWidth(), texBackline.height};
destRecBackLine = (Rectangle){0,0,sourceRecBackLine.width, sourceRecBackLine.height};
fadeBackLine = 0;
fxTransmit = LoadSound("resources/audio/fx_message.ogg");
musMission = LoadMusicStream("resources/audio/music_mission.ogg");
PlayMusicStream(musMission);
// Initialize missions
missions = LoadMissions("resources/missions.txt");
missionMaxLength = strlen(missions[currentMission].brief);
// Insert line breaks every MAX_LINE_CHAR
int currentLine = 1;
int i = currentLine * MAX_LINE_CHAR;
while (i < missionMaxLength)
{
if (missions[currentMission].brief[i] == ' ')
{
missions[currentMission].brief[i] = '\n';
currentLine++;
i = currentLine*MAX_LINE_CHAR;
}
else i++;
}
missionSize = 30;
missionLenght = 0;
missionSpeed = 1;
numberColor = RAYWHITE;
missionColor = LIGHTGRAY;
keywordColor = (Color){198, 49, 60, 255}; //RED
numberPosition = (Vector2){150, 185};
missionPosition = (Vector2){numberPosition.x, numberPosition.y + 60};
keywordPosition = (Vector2){missionPosition.x, missionPosition.y + MeasureTextEx(fontMission, missions[currentMission].brief, missionSize, 0).y + 60};
startWritting = false;
writeNumber = false;
writeMission = false;
writeKeyword = false;
writeEnd = false;
writtingMission = false;
showNumberWaitFrames = 30;
showMissionWaitFrames = 60;
showKeywordWaitFrames = 60;
blinkKeyWord = true;
blinkFrames = 15;
PlaySound(fxTransmit);
}
// Mission Screen Update logic
void UpdateMissionScreen(void)
{
UpdateMusicStream(musMission);
if (!writeEnd) WriteMissionText();
else BlinkKeyword();
if (showButton)
{
if (IsKeyPressed(KEY_ENTER) || IsButtonPressed())
{
if (!writeEnd) EndWritting();
else
{
finishScreen = true;
showButton = false;
}
}
}
}
// Mission Screen Draw logic
void DrawMissionScreen(void)
{
// TODO: Draw MISSION screen here!
DrawTexture(texBackground, 0,0, WHITE);
DrawTexturePro(texBackline, sourceRecBackLine, destRecBackLine, (Vector2){0,0},0, Fade(WHITE, fadeBackLine));
if (writeNumber) DrawTextEx(fontMission, FormatText("Filtración #%02i ", currentMission + 1), numberPosition, missionSize + 10, 0, numberColor);
DrawTextEx(fontMission, SubText(missions[currentMission].brief, 0, missionLenght), missionPosition, missionSize, 0, missionColor);
if (writeKeyword && blinkKeyWord) DrawTextEx(fontMission, FormatText("Keyword: %s", missions[currentMission].key), keywordPosition, missionSize + 10, 0, keywordColor);
if (showButton)
{
if (!writeEnd) DrawButton("saltar");
else DrawButton("codificar");
}
}
// Mission Screen Unload logic
void UnloadMissionScreen(void)
{
// TODO: Unload MISSION screen variables here!
UnloadTexture(texBackground);
UnloadTexture(texBackline);
UnloadSound(fxTransmit);
UnloadMusicStream(musMission);
free(missions);
}
// Mission Screen should finish?
int FinishMissionScreen(void)
{
return finishScreen;
}
static void WriteMissionText()
{
if(!startWritting)
{
framesCounter++;
if(framesCounter % 60 == 0)
{
framesCounter = 0;
startWritting = true;
}
}
else if(!writeNumber)
{
framesCounter++;
fadeBackLine += 0.020f;
if(framesCounter % showNumberWaitFrames == 0)
{
framesCounter = 0;
writeNumber = true;
showButton = true;
}
}
else if(!writeMission)
{
framesCounter ++;
if(framesCounter % showMissionWaitFrames == 0)
{
framesCounter = 0;
writeMission = true;
writtingMission = true;
}
}
else if(writeMission && writtingMission)
{
framesCounter++;
if(framesCounter % missionSpeed == 0)
{
framesCounter = 0;
missionLenght++;
if(missionLenght == missionMaxLength)
{
writtingMission = false;
}
}
}
else if(!writeKeyword)
{
framesCounter++;
if(framesCounter % showKeywordWaitFrames == 0)
{
framesCounter = 0;
writeKeyword = true;
writeEnd = true;
}
}
}
static void EndWritting()
{
writeEnd = true;
writeKeyword = true;
writeNumber = true;
missionLenght = missionMaxLength;
}
static void BlinkKeyword()
{
framesCounter++;
if(framesCounter % blinkFrames == 0)
{
framesCounter = 0;
blinkKeyWord = !blinkKeyWord;
}
}

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/**********************************************************************************************
*
* raylib - transmission mission
*
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#include <string.h>
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Title screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D texBackground;
static SpriteFont fontTitle;
static Sound fxTyping;
static float titleSize;
static Vector2 transmissionPosition;
static Vector2 missionPositon;
static const char textTitle[20] = "transmissionmission";
static Color titleColor;
static int speedText;
static int transmissionLenght;
static int missionLenght;
static int transmissionMaxLenght;
static int missionMaxLenght;
static bool writeTransmission;
static bool writeMission;
static bool writeEnd;
//----------------------------------------------------------------------------------
// Title Screen Functions Definition
//----------------------------------------------------------------------------------
static void MissionScreen();
// Title Screen Initialization logic
void InitTitleScreen(void)
{
// TODO: Initialize TITLE screen variables here!
framesCounter = 0;
finishScreen = 0;
texBackground = LoadTexture("resources/textures/title_background.png");
fxTyping = LoadSound("resources/audio/fx_typing.ogg");
fontTitle = LoadSpriteFontEx("resources/fonts/fontTitle.ttf", 96, 0, 0);
titleSize = 44;
transmissionPosition = (Vector2){519, 221};
missionPositon = (Vector2){580, 261};
titleColor = BLACK;
speedText = 15;
missionLenght = 0;
transmissionLenght = 0;
missionMaxLenght = 7;
transmissionMaxLenght = 12;
writeTransmission = true;
writeMission = false;
writeEnd = false;
currentMission = 0;
}
// Title Screen Update logic
void UpdateTitleScreen(void)
{
if (!writeEnd)
{
framesCounter ++;
if (framesCounter%speedText == 0)
{
framesCounter = 0;
if (writeTransmission)
{
transmissionLenght++;
if (transmissionLenght == transmissionMaxLenght)
{
writeTransmission = false;
writeMission = true;
}
}
else if (writeMission)
{
missionLenght++;
if (missionLenght == missionMaxLenght)
{
writeMission = false;
writeEnd = true;
}
}
PlaySound(fxTyping);
}
}
if(IsButtonPressed())
{
MissionScreen();
}
else if (IsKeyPressed(KEY_ENTER)) MissionScreen();
}
// Title Screen Draw logic
void DrawTitleScreen(void)
{
DrawTexture(texBackground, 0,0, WHITE);
DrawTextEx(fontTitle, SubText(textTitle, 0, transmissionLenght), transmissionPosition, titleSize, 0, titleColor);
DrawTextEx(fontTitle, SubText(textTitle, 12, missionLenght), missionPositon, titleSize, 0, titleColor);
DrawButton("start");
}
// Title Screen Unload logic
void UnloadTitleScreen(void)
{
UnloadTexture(texBackground);
UnloadSound(fxTyping);
UnloadSpriteFont(fontTitle);
}
// Title Screen should finish?
int FinishTitleScreen(void)
{
return finishScreen;
}
static void MissionScreen()
{
transmissionLenght = transmissionMaxLenght;
missionLenght = missionMaxLenght;
writeEnd = true;
//finishScreen = 1; // OPTIONS
finishScreen = true; // GAMEPLAY
//PlaySound(fxCoin);
}

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/**********************************************************************************************
*
* raylib - transmission mission
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef SCREENS_H
#define SCREENS_H
#define MAX_CODING_WORDS 12
#define MAX_MISSION_WORDS 8
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO = 0, TITLE, MISSION, GAMEPLAY, ENDING } GameScreen;
// Words to be coded or coding words
typedef struct Word {
int id;
Rectangle rec;
Rectangle iniRec;
bool hover;
bool picked;
char text[32]; // text
} Word;
// Mission information
typedef struct Mission {
int id;
char brief[512]; // Mission briefing
char key[32]; // Mission keyword
char msg[256]; // Message to be coded
int wordsCount; // Number of words to coded
int sols[10]; // Solution code, depends on wordsCount
} Mission;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
Music music;
Sound fxButton;
//Mission *missions;
// UI BUTTON
Rectangle recButton;
float fadeButton;
Color colorButton;
Texture2D texButton;
Vector2 textPositionButton;
int fontSizeButton;
Color textColorButton;
int currentMission;
int totalMissions;
SpriteFont fontMission;
Word messageWords[MAX_MISSION_WORDS];
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Transmission Functions Declaration
//----------------------------------------------------------------------------------
bool IsButtonPressed();
void DrawButton(const char *text);
Mission *LoadMissions(const char *fileName);
//----------------------------------------------------------------------------------
// Logo Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLogoScreen(void);
void UpdateLogoScreen(void);
void DrawLogoScreen(void);
void UnloadLogoScreen(void);
int FinishLogoScreen(void);
//----------------------------------------------------------------------------------
// Title Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitTitleScreen(void);
void UpdateTitleScreen(void);
void DrawTitleScreen(void);
void UnloadTitleScreen(void);
int FinishTitleScreen(void);
//----------------------------------------------------------------------------------
// Mission Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitMissionScreen(void);
void UpdateMissionScreen(void);
void DrawMissionScreen(void);
void UnloadMissionScreen(void);
int FinishMissionScreen(void);
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitGameplayScreen(void);
void UpdateGameplayScreen(void);
void DrawGameplayScreen(void);
void UnloadGameplayScreen(void);
int FinishGameplayScreen(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