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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:
212
games/transmission/screens/screen_ending.c
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212
games/transmission/screens/screen_ending.c
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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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#include <string.h>
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#include <stdlib.h>
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#define MAX_TITLE_CHAR 128
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#define MAX_SUBTITLE_CHAR 256
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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static char *codingWords[MAX_CODING_WORDS] = {
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"pollo\0",
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"conejo\0",
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"huevo\0",
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"nido\0",
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"aire\0",
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"armario\0",
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"agujero\0",
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"platano\0",
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"pastel\0",
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"mercado\0",
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"raton\0",
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"melon\0",
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};
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// Ending screen global variables
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static int framesCounter;
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static int finishScreen;
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static Texture2D texBackground;
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static Texture2D texNewspaper;
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static Texture2D texVignette;
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static Sound fxNews;
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static float rotation = 0.1f;
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static float scale = 0.05f;
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static int state = 0;
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static Mission *missions = NULL;
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static bool showResults = false;
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Ending Screen Initialization logic
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void InitEndingScreen(void)
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{
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framesCounter = 0;
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finishScreen = 0;
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rotation = 0.1f;
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scale = 0.05f;
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state = 0;
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texBackground = LoadTexture("resources/textures/ending_background.png");
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texVignette = LoadTexture("resources/textures/message_vignette.png");
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fxNews = LoadSound("resources/audio/fx_batman.ogg");
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// TODO: Check game results!
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missions = LoadMissions("resources/missions.txt");
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int wordsCount = missions[currentMission].wordsCount;
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TraceLog(LOG_WARNING, "Words count %i", wordsCount);
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char title[MAX_TITLE_CHAR] = "\0";
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//char subtitle[MAX_SUBTITLE_CHAR] = "\0";
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char *ptrTitle = title;
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int len = 0;
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for (int i = 0; i < wordsCount; i++)
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{
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if (messageWords[i].id == missions[currentMission].sols[i])
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{
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len = strlen(messageWords[i].text);
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strncpy(ptrTitle, messageWords[i].text, len);
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ptrTitle += len;
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// title[len] = ' ';
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// len++;
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// ptrTitle++;
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}
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else
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{
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TraceLog(LOG_WARNING, "Coding word: %s", codingWords[messageWords[i].id]);
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len = strlen(codingWords[messageWords[i].id]);
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TraceLog(LOG_WARNING, "Lenght: %i", len);
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strncpy(ptrTitle, codingWords[messageWords[i].id], len);
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ptrTitle += len;
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// title[len] = ' ';
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// len++;
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// ptrTitle++;
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}
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}
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ptrTitle = '\0';
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//TraceLog(LOG_WARNING, "Titular: %s", title);
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// Generate newspaper with title and subtitle
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Image imNewspaper = LoadImage("resources/textures/ending_newspaper.png");
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SpriteFont fontNews = LoadSpriteFontEx("resources/fonts/Lora-Bold.ttf", 82, 250, 0);
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ImageDrawTextEx(&imNewspaper, (Vector2){ 50, 220 }, fontNews, "FRACASO EN LA GGJ18!", fontNews.baseSize, 0, DARKGRAY);
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// TODO: Draw subtitle message
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//ImageDrawTextEx(&imNewspaper, (Vector2){ 50, 210 }, fontNews, "SUBE LA ESCALERA!", fontNews.baseSize, 0, DARKGRAY);
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texNewspaper = LoadTextureFromImage(imNewspaper);
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UnloadSpriteFont(fontNews);
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UnloadImage(imNewspaper);
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}
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// Ending Screen Update logic
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void UpdateEndingScreen(void)
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{
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framesCounter++;
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if (framesCounter == 10) PlaySound(fxNews);
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if (state == 0)
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{
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rotation += 18.0f;
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scale += 0.0096f;
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if (scale >= 1.0f)
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{
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scale = 1.0f;
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state = 1;
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}
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}
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if ((state == 1) && (IsKeyPressed(KEY_ENTER) || IsButtonPressed()))
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{
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currentMission++;
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if (currentMission >= totalMissions) finishScreen = 2;
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else finishScreen = 1;
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}
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if (IsKeyPressed(KEY_SPACE)) showResults = !showResults;
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}
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// Ending Screen Draw logic
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void DrawEndingScreen(void)
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{
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DrawTexture(texBackground, 0, 0, WHITE);
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DrawTexturePro(texNewspaper, (Rectangle){ 0, 0, texNewspaper.width, texNewspaper.height },
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(Rectangle){ GetScreenWidth()/2, GetScreenHeight()/2, texNewspaper.width*scale, texNewspaper.height*scale },
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(Vector2){ (float)texNewspaper.width*scale/2, (float)texNewspaper.height*scale/2 }, rotation, WHITE);
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DrawTextureEx(texVignette, (Vector2){ 0, 0 }, 0.0f, 2.0f, WHITE);
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if (showResults)
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{
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for (int i = 0; i < missions[currentMission].wordsCount; i++)
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{
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if (messageWords[i].id == missions[currentMission].sols[i]) DrawText(messageWords[i].text, 10, 10 + 30*i, 20, GREEN);
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else DrawText(codingWords[messageWords[i].id], 10, 10 + 30*i, 20, RED);
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}
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}
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if (state == 1) DrawButton("continuar");
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}
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// Ending Screen Unload logic
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void UnloadEndingScreen(void)
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{
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UnloadTexture(texBackground);
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UnloadTexture(texNewspaper);
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UnloadTexture(texVignette);
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UnloadSound(fxNews);
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free(missions);
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}
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// Ending Screen should finish?
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int FinishEndingScreen(void)
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{
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return finishScreen;
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}
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