Added game sources: Skully Escape
This game was developed for King GameJam 2015
254
games/skully_escape/makefile
Normal file
|
@ -0,0 +1,254 @@
|
|||
#**************************************************************************************************
|
||||
#
|
||||
# raylib - Advance Game
|
||||
#
|
||||
# makefile to compile advance game
|
||||
#
|
||||
# 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.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# define raylib platform if not defined (by default, compile for RPI)
|
||||
# Other possible platform: PLATFORM_DESKTOP
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
LIBPATH=win32
|
||||
else
|
||||
UNAMEOS:=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
LIBPATH=linux
|
||||
else
|
||||
ifeq ($(UNAMEOS),Darwin)
|
||||
PLATFORM_OS=OSX
|
||||
LIBPATH=osx
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler: gcc for C program, define as g++ for C++
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# define emscripten compiler
|
||||
CC = emcc
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# define llvm compiler for mac
|
||||
CC = clang
|
||||
else
|
||||
# define default gcc compiler
|
||||
CC = gcc
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler flags:
|
||||
# -O2 defines optimization level
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
# -std=c99 use standard C from 1999 revision
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
|
||||
else
|
||||
CFLAGS = -O2 -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
|
||||
#-s ASSERTIONS=1 --preload-file resources
|
||||
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
else
|
||||
INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I../../external/glfw3/include
|
||||
# GLEW
|
||||
INCLUDES += -I../../external/glew/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I../../external/openal_soft/include
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS = -L. -L../../src -L/opt/vc/lib
|
||||
else
|
||||
LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
ifneq ($(PLATFORM_OS),OSX)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
|
||||
# GLEW
|
||||
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
LIBS = C:/raylib/raylib/src/libraylib.bc
|
||||
endif
|
||||
|
||||
# define additional parameters and flags for windows
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
WINFLAGS = C:/raylib/raylib/src/resources
|
||||
#-Wl,--subsystem,windows
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
endif
|
||||
|
||||
# define all screen object files required
|
||||
SCREENS = \
|
||||
screens/screen_logo.o \
|
||||
screens/screen_logo_raylib.o \
|
||||
screens/screen_title.o \
|
||||
screens/screen_attic.o \
|
||||
screens/screen_aisle01.o \
|
||||
screens/screen_aisle02.o \
|
||||
screens/screen_armory.o \
|
||||
screens/screen_livingroom.o \
|
||||
screens/screen_kitchen.o \
|
||||
screens/screen_bathroom.o \
|
||||
screens/screen_ending.o \
|
||||
player.o \
|
||||
monster.o \
|
||||
|
||||
# typing 'make' will invoke the first target entry in the file,
|
||||
# in this case, the 'default' target entry is advance_game
|
||||
default: skully_escape
|
||||
|
||||
# compile template - advance_game
|
||||
skully_escape: skully_escape.c $(SCREENS)
|
||||
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile screen LOGO
|
||||
screens/screen_logo.o: screens/screen_logo.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LOGO raylib
|
||||
screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen TITLE
|
||||
screens/screen_title.o: screens/screen_title.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ATTIC
|
||||
screens/screen_attic.o: screens/screen_attic.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen AISLE01
|
||||
screens/screen_aisle01.o: screens/screen_aisle01.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen AISLE02
|
||||
screens/screen_aisle02.o: screens/screen_aisle02.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen BATHROOM
|
||||
screens/screen_bathroom.o: screens/screen_bathroom.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LIVINGROOM
|
||||
screens/screen_livingroom.o: screens/screen_livingroom.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen KITCHEN
|
||||
screens/screen_kitchen.o: screens/screen_kitchen.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ARMORY
|
||||
screens/screen_armory.o: screens/screen_armory.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ENDING
|
||||
screens/screen_ending.o: screens/screen_ending.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LOGO
|
||||
player.o: player.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LOGO
|
||||
monster.o: monster.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
else
|
||||
del *.o *.exe
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
54
games/skully_escape/monster.c
Normal file
|
@ -0,0 +1,54 @@
|
|||
/***********************************************************************************
|
||||
*
|
||||
* KING GAME JAM - GRAY TEAM
|
||||
*
|
||||
* <Game title>
|
||||
* <Game description>
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "monster.h"
|
||||
|
||||
void UpdateMonster(Monster *monster)
|
||||
{
|
||||
if (!monster->active)
|
||||
{
|
||||
if (CheckCollisionPointRec(GetMousePosition(), monster->bounds)) monster->selected = true;
|
||||
else monster->selected = false;
|
||||
}
|
||||
else if (monster->spooky)
|
||||
{
|
||||
monster->framesCounter++;
|
||||
monster->currentSeq = 0;
|
||||
|
||||
if (monster->framesCounter > 7)
|
||||
{
|
||||
monster->currentFrame++;
|
||||
monster->framesCounter = 0;
|
||||
|
||||
if (monster->currentFrame > monster->numFrames - 1) monster->currentFrame = 1;
|
||||
}
|
||||
}
|
||||
|
||||
monster->frameRec.x = monster->currentFrame*monster->texture.width/monster->numFrames;
|
||||
monster->frameRec.y = monster->currentSeq*monster->texture.height;
|
||||
}
|
||||
|
||||
void DrawMonster(Monster monster, int scroll)
|
||||
{
|
||||
Vector2 scrollPos = { monster.position.x - scroll, monster.position.y };
|
||||
|
||||
if (monster.selected) DrawTextureRec(monster.texture, monster.frameRec, scrollPos, RED);
|
||||
else DrawTextureRec(monster.texture, monster.frameRec, scrollPos, WHITE);
|
||||
}
|
||||
|
||||
void UnloadMonster(Monster monster)
|
||||
{
|
||||
UnloadTexture(monster.texture);
|
||||
}
|
73
games/skully_escape/monster.h
Normal file
|
@ -0,0 +1,73 @@
|
|||
/**********************************************************************************************
|
||||
*
|
||||
* 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 MONSTER_H
|
||||
#define MONSTER_H
|
||||
|
||||
#define MONSTER_ANIM_FRAMES 7
|
||||
#define MONSTER_ANIM_SEQ 2
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//---------------------------------------------------------------------------------
|
||||
typedef struct Monster {
|
||||
Vector2 position;
|
||||
Texture2D texture;
|
||||
Rectangle bounds;
|
||||
Rectangle frameRec;
|
||||
Color color;
|
||||
int framesCounter;
|
||||
int currentFrame;
|
||||
int currentSeq;
|
||||
int numFrames;
|
||||
bool active;
|
||||
bool selected;
|
||||
bool spooky;
|
||||
} Monster;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Monster Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
void UpdateMonster(Monster *monster);
|
||||
void DrawMonster(Monster monster, int scroll);
|
||||
void UnloadMonster(Monster monster);
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // SCREENS_H
|
281
games/skully_escape/player.c
Normal file
|
@ -0,0 +1,281 @@
|
|||
/***********************************************************************************
|
||||
*
|
||||
* KING GAME JAM - GRAY TEAM
|
||||
*
|
||||
* <Game title>
|
||||
* <Game description>
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "player.h"
|
||||
|
||||
#define PLAYER_ANIM_FRAMES 4
|
||||
#define PLAYER_ANIM_SEQ 6
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Player mouse moving variables
|
||||
static bool movingAnim;
|
||||
static int moveDirection;
|
||||
static int nextMovePoint;
|
||||
|
||||
// Mouse pointer variables
|
||||
static Vector2 pointerPosition;
|
||||
static bool pointerAnim;
|
||||
static float pointerAlpha;
|
||||
|
||||
static int framesCounter;
|
||||
static bool outControl = false;
|
||||
|
||||
static int animTimer = 0;
|
||||
|
||||
static Texture2D texLife;
|
||||
|
||||
static void DrawLifes(void);
|
||||
|
||||
// player initialitaction definition
|
||||
void InitPlayer(void)
|
||||
{
|
||||
// NOTE: Some player variables are only initialized once
|
||||
player.texture = LoadTexture("resources/textures/skully.png");
|
||||
player.position = (Vector2){ 350, 400 };
|
||||
player.numLifes = 4;
|
||||
|
||||
ResetPlayer();
|
||||
|
||||
framesCounter = 0;
|
||||
|
||||
texLife = LoadTexture("resources/textures/skully_icon.png");
|
||||
}
|
||||
|
||||
// player update definition
|
||||
void UpdatePlayer(void)
|
||||
{
|
||||
if (!outControl)
|
||||
{
|
||||
if ((IsKeyDown(KEY_LEFT)) || (IsKeyDown(KEY_RIGHT)))
|
||||
{
|
||||
moveDirection = -1;
|
||||
movingAnim = false;
|
||||
}
|
||||
|
||||
if ((IsKeyDown(KEY_RIGHT)) || (moveDirection == 0))
|
||||
{
|
||||
player.currentSeq = WALK_RIGHT;
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 15)
|
||||
{
|
||||
player.currentFrame++;
|
||||
framesCounter = 0;
|
||||
|
||||
if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
|
||||
}
|
||||
|
||||
player.position.x += 4;
|
||||
}
|
||||
else if ((IsKeyDown(KEY_LEFT)) || (moveDirection == 1))
|
||||
{
|
||||
player.currentSeq = WALK_LEFT;
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 15)
|
||||
{
|
||||
player.currentFrame++;
|
||||
framesCounter = 0;
|
||||
|
||||
if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
|
||||
}
|
||||
|
||||
player.position.x -= 4;
|
||||
}
|
||||
else player.currentFrame = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
framesCounter++;
|
||||
animTimer++;
|
||||
|
||||
if (framesCounter > 10)
|
||||
{
|
||||
player.currentFrame++;
|
||||
framesCounter = 0;
|
||||
|
||||
if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
|
||||
|
||||
// We can adjust animation playing time depending on sequence
|
||||
switch (player.currentSeq)
|
||||
{
|
||||
case SCARE_RIGHT:
|
||||
{
|
||||
if (animTimer > 180)
|
||||
{
|
||||
animTimer = 0;
|
||||
outControl = false;
|
||||
player.currentSeq = WALK_LEFT;
|
||||
}
|
||||
} break;
|
||||
case SCARE_LEFT:
|
||||
{
|
||||
if (animTimer > 240)
|
||||
{
|
||||
animTimer = 0;
|
||||
outControl = false;
|
||||
player.currentSeq = WALK_RIGHT;
|
||||
}
|
||||
} break;
|
||||
case SEARCH:
|
||||
case FIND_KEY:
|
||||
{
|
||||
if (animTimer > 240)
|
||||
{
|
||||
animTimer = 0;
|
||||
outControl = false;
|
||||
player.currentSeq = WALK_RIGHT;
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (player.position.x < 30) player.position.x = 30;
|
||||
else if (player.position.x > (GetScreenWidth() - 200)) player.position.x = GetScreenWidth() - 200;
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
pointerPosition = GetMousePosition();
|
||||
pointerAnim = true;
|
||||
pointerAlpha = 1.0f;
|
||||
|
||||
nextMovePoint = (int)pointerPosition.x;
|
||||
movingAnim = true;
|
||||
}
|
||||
|
||||
if (movingAnim)
|
||||
{
|
||||
if (nextMovePoint > (player.position.x + (player.frameRec.width/2) + 5)) moveDirection = 0; // Move Left
|
||||
else if (nextMovePoint < (player.position.x + (player.frameRec.width/2) - 5)) moveDirection = 1; // Move Right
|
||||
else
|
||||
{
|
||||
moveDirection = -1;
|
||||
movingAnim = 0;
|
||||
}
|
||||
}
|
||||
|
||||
player.frameRec.x = player.currentFrame*player.texture.width/PLAYER_ANIM_FRAMES;
|
||||
player.frameRec.y = (player.currentSeq - 1)*player.texture.height/PLAYER_ANIM_SEQ;
|
||||
|
||||
// Update player bounds
|
||||
player.bounds = (Rectangle){ player.position.x + 50, player.position.y - 60, 100, 300 };
|
||||
|
||||
// Mouse pointer alpha animation
|
||||
if (pointerAnim)
|
||||
{
|
||||
pointerAlpha -= 0.1f;
|
||||
|
||||
if (pointerAlpha <= 0.0f)
|
||||
{
|
||||
pointerAlpha = 0.0f;
|
||||
pointerAnim = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
//
|
||||
void DrawPlayer(void)
|
||||
{
|
||||
DrawTextureRec(player.texture, player.frameRec, player.position, WHITE);
|
||||
|
||||
// Draw mouse pointer on click
|
||||
if (pointerAnim) DrawCircleV(pointerPosition, 20, Fade(RED, pointerAlpha));
|
||||
|
||||
DrawLifes();
|
||||
}
|
||||
|
||||
void UnloadPlayer(void)
|
||||
{
|
||||
UnloadTexture(player.texture);
|
||||
UnloadTexture(texLife);
|
||||
}
|
||||
|
||||
void ResetPlayer(void)
|
||||
{
|
||||
// Reset player variables
|
||||
player.frameRec = (Rectangle){ 0, 0, player.texture.width/PLAYER_ANIM_FRAMES, player.texture.height/PLAYER_ANIM_SEQ };
|
||||
player.currentFrame = 0;
|
||||
player.currentSeq = WALK_RIGHT;
|
||||
|
||||
player.key = false;
|
||||
player.dead = false;
|
||||
|
||||
// Reset player position
|
||||
if (player.position.x < 400) player.position.x = GetScreenWidth() - 350;
|
||||
if (player.position.x > (GetScreenWidth() - 400)) player.position.x = 350;
|
||||
|
||||
// Reset moving variables
|
||||
movingAnim = false;
|
||||
moveDirection = -1;
|
||||
nextMovePoint = 0;
|
||||
framesCounter = 0;
|
||||
outControl = false;
|
||||
animTimer = 0;
|
||||
|
||||
// Reset pointer
|
||||
pointerAlpha = 0.0f;
|
||||
pointerAnim = false;
|
||||
}
|
||||
|
||||
void ScarePlayer(void)
|
||||
{
|
||||
player.currentFrame = 0;
|
||||
|
||||
if (moveDirection == 0) player.currentSeq = SCARE_RIGHT;
|
||||
else if (moveDirection == 1) player.currentSeq = SCARE_LEFT;
|
||||
else player.currentSeq = SCARE_RIGHT;
|
||||
|
||||
player.numLifes--;
|
||||
|
||||
if (player.numLifes <= 0) player.dead = true;
|
||||
|
||||
outControl = true;
|
||||
}
|
||||
|
||||
void SearchKeyPlayer(void)
|
||||
{
|
||||
moveDirection = -1;
|
||||
movingAnim = 0;
|
||||
|
||||
player.currentFrame = 0;
|
||||
player.currentSeq = SEARCH;
|
||||
|
||||
outControl = true;
|
||||
}
|
||||
|
||||
void FindKeyPlayer(void)
|
||||
{
|
||||
player.currentFrame = 0;
|
||||
player.currentSeq = FIND_KEY;
|
||||
player.key = true;
|
||||
|
||||
outControl = true;
|
||||
}
|
||||
|
||||
static void DrawLifes(void)
|
||||
{
|
||||
if (player.numLifes != 0)
|
||||
{
|
||||
Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 };
|
||||
|
||||
for(int i = 0; i < player.numLifes; i++)
|
||||
{
|
||||
DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f));
|
||||
}
|
||||
}
|
||||
}
|
51
games/skully_escape/player.h
Normal file
|
@ -0,0 +1,51 @@
|
|||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum { NONE, WALK_RIGHT, WALK_LEFT, SCARE_RIGHT, SCARE_LEFT, SEARCH, FIND_KEY } PlayerSequence;
|
||||
|
||||
typedef struct Player {
|
||||
Vector2 position;
|
||||
Rectangle bounds;
|
||||
Texture2D texture;
|
||||
Color color;
|
||||
|
||||
// Animation variables
|
||||
Rectangle frameRec;
|
||||
int currentFrame;
|
||||
int currentSeq;
|
||||
|
||||
bool key;
|
||||
int numLifes;
|
||||
bool dead;
|
||||
} Player;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
Player player;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Logo Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPlayer(void);
|
||||
void UpdatePlayer(void);
|
||||
void DrawPlayer(void);
|
||||
void UnloadPlayer(void);
|
||||
void ResetPlayer(void);
|
||||
|
||||
void ScarePlayer(void);
|
||||
void SearchKeyPlayer(void);
|
||||
void FindKeyPlayer(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // SCREENS_H
|
BIN
games/skully_escape/resources/audio/come_play_with_me.ogg
Normal file
BIN
games/skully_escape/resources/audio/door.ogg
Normal file
BIN
games/skully_escape/resources/audio/scream.ogg
Normal file
BIN
games/skully_escape/resources/textures/alagard.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
games/skully_escape/resources/textures/background_aisle01.png
Normal file
After Width: | Height: | Size: 655 KiB |
BIN
games/skully_escape/resources/textures/background_aisle02.png
Normal file
After Width: | Height: | Size: 495 KiB |
BIN
games/skully_escape/resources/textures/background_armory.png
Normal file
After Width: | Height: | Size: 246 KiB |
BIN
games/skully_escape/resources/textures/background_attic.png
Normal file
After Width: | Height: | Size: 280 KiB |
BIN
games/skully_escape/resources/textures/background_bathroom.png
Normal file
After Width: | Height: | Size: 249 KiB |
BIN
games/skully_escape/resources/textures/background_kitchen.png
Normal file
After Width: | Height: | Size: 303 KiB |
BIN
games/skully_escape/resources/textures/background_livingroom.png
Normal file
After Width: | Height: | Size: 312 KiB |
BIN
games/skully_escape/resources/textures/doors.png
Normal file
After Width: | Height: | Size: 81 KiB |
BIN
games/skully_escape/resources/textures/monster_arc.png
Normal file
After Width: | Height: | Size: 48 KiB |
BIN
games/skully_escape/resources/textures/monster_blazon01.png
Normal file
After Width: | Height: | Size: 46 KiB |
BIN
games/skully_escape/resources/textures/monster_blazon02.png
Normal file
After Width: | Height: | Size: 46 KiB |
BIN
games/skully_escape/resources/textures/monster_blazon03.png
Normal file
After Width: | Height: | Size: 51 KiB |
BIN
games/skully_escape/resources/textures/monster_candle.png
Normal file
After Width: | Height: | Size: 69 KiB |
BIN
games/skully_escape/resources/textures/monster_chair_left.png
Normal file
After Width: | Height: | Size: 42 KiB |
BIN
games/skully_escape/resources/textures/monster_chair_right.png
Normal file
After Width: | Height: | Size: 45 KiB |
BIN
games/skully_escape/resources/textures/monster_closet.png
Normal file
After Width: | Height: | Size: 91 KiB |
BIN
games/skully_escape/resources/textures/monster_lamp_left.png
Normal file
After Width: | Height: | Size: 78 KiB |
BIN
games/skully_escape/resources/textures/monster_lamp_right.png
Normal file
After Width: | Height: | Size: 145 KiB |
BIN
games/skully_escape/resources/textures/monster_mirror.png
Normal file
After Width: | Height: | Size: 66 KiB |
BIN
games/skully_escape/resources/textures/monster_phone.png
Normal file
After Width: | Height: | Size: 50 KiB |
BIN
games/skully_escape/resources/textures/monster_picture.png
Normal file
After Width: | Height: | Size: 94 KiB |
BIN
games/skully_escape/resources/textures/monster_window.png
Normal file
After Width: | Height: | Size: 172 KiB |
BIN
games/skully_escape/resources/textures/skully.png
Normal file
After Width: | Height: | Size: 136 KiB |
BIN
games/skully_escape/resources/textures/skully_icon.png
Normal file
After Width: | Height: | Size: 3.1 KiB |
BIN
games/skully_escape/resources/textures/skully_logo.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
games/skully_escape/resources/textures/title.png
Normal file
After Width: | Height: | Size: 118 KiB |
409
games/skully_escape/screens/screen_aisle01.c
Normal file
|
@ -0,0 +1,409 @@
|
|||
/**********************************************************************************************
|
||||
*
|
||||
* 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;
|
||||
static Door doorCenter;
|
||||
static Door doorLeft;
|
||||
|
||||
// Decalre monsters
|
||||
static Monster lamp;
|
||||
static Monster picture;
|
||||
|
||||
static bool monsterHover = false;
|
||||
static int monsterCheck = -1; // Identify checking monster
|
||||
|
||||
static const char message[256] = "WHO IS THERE???\nANYBODY IN THE ROOM???";
|
||||
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 InitAisle01Screen(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_aisle01.png");
|
||||
|
||||
scroll = player.position.x - 200;
|
||||
|
||||
// Initialize doors
|
||||
doorLeft.position = (Vector2) { -30, 135 };
|
||||
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) { 1115, 104 };
|
||||
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;
|
||||
|
||||
doorRight.position = (Vector2) { 1710, 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};
|
||||
|
||||
// Monster init: lamp
|
||||
lamp.position = (Vector2){ 187, 256 };
|
||||
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 = true;
|
||||
|
||||
// Monster init: arc
|
||||
picture.position = (Vector2){ 637, 178 };
|
||||
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, 256 };
|
||||
picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height };
|
||||
picture.selected = false;
|
||||
picture.active = false;
|
||||
picture.spooky = false;
|
||||
}
|
||||
|
||||
// Gameplay Screen Update logic
|
||||
void UpdateAisle01Screen(void)
|
||||
{
|
||||
// Update doors bounds
|
||||
doorLeft.bound.x = doorLeft.position.x - scroll;
|
||||
doorCenter.bound.x = doorCenter.position.x - scroll;
|
||||
doorRight.bound.x = doorRight.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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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 = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (msgState > 2)
|
||||
{
|
||||
UpdatePlayer();
|
||||
|
||||
// Monsters logic
|
||||
UpdateMonster(&lamp);
|
||||
UpdateMonster(&picture);
|
||||
}
|
||||
|
||||
// Update monster bounds
|
||||
lamp.bounds.x = lamp.position.x + 20 - scroll;
|
||||
picture.bounds.x = picture.position.x + 44 - scroll;
|
||||
|
||||
// Check player hover monsters to interact
|
||||
if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
|
||||
((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.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: 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;
|
||||
|
||||
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 (picture.spooky)
|
||||
{
|
||||
ScarePlayer();
|
||||
PlaySound(sndScream);
|
||||
}
|
||||
else FindKeyPlayer();
|
||||
|
||||
picture.active = true;
|
||||
picture.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 DrawAisle01Screen(void)
|
||||
{
|
||||
DrawTexture(background, -scroll, 0, WHITE);
|
||||
|
||||
// Draw monsters
|
||||
DrawMonster(lamp, scroll);
|
||||
DrawMonster(picture, scroll);
|
||||
|
||||
// Draw door
|
||||
Vector2 doorScrollPos = { doorCenter.position.x - scroll, doorCenter.position.y };
|
||||
if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, GREEN);
|
||||
else DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, WHITE);
|
||||
|
||||
doorScrollPos = (Vector2){ doorLeft.position.x - scroll, doorLeft.position.y };
|
||||
if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN);
|
||||
else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE);
|
||||
|
||||
doorScrollPos = (Vector2){ doorRight.position.x - scroll, doorRight.position.y };
|
||||
if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, GREEN);
|
||||
else DrawTextureRec(doors, doorRight.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(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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
@ -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
|
403
games/skully_escape/skully_escape.c
Normal file
|
@ -0,0 +1,403 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* SKULLY ESCAPE [KING GAME JAM 2015]
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
|
||||
|
||||
#include "player.h"
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
const int screenWidth = 1280;
|
||||
const int screenHeight = 720;
|
||||
|
||||
// Required variables to manage screen transitions (fade-in, fade-out)
|
||||
float transAlpha = 0;
|
||||
bool onTransition = false;
|
||||
bool transFadeOut = false;
|
||||
int transFromScreen = -1;
|
||||
int transToScreen = -1;
|
||||
|
||||
static int framesCounter = 0;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Local Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void TransitionToScreen(int screen);
|
||||
void ChangeToScreen(int screen); // No transition effect
|
||||
void UpdateTransition(void);
|
||||
void DrawTransition(void);
|
||||
|
||||
void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const char windowTitle[30] = "SKULLY ESCAPE [KING GAMEJAM]";
|
||||
|
||||
InitWindow(screenWidth, screenHeight, windowTitle);
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
|
||||
PlayMusicStream("resources/audio/come_play_with_me.ogg");
|
||||
|
||||
font = LoadSpriteFont("resources/textures/alagard.png");
|
||||
doors = LoadTexture("resources/textures/doors.png");
|
||||
sndDoor = LoadSound("resources/audio/door.ogg");
|
||||
sndScream = LoadSound("resources/audio/scream.ogg");
|
||||
|
||||
InitPlayer();
|
||||
|
||||
// Setup and Init first screen
|
||||
currentScreen = LOGO;
|
||||
InitLogoScreen();
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
#endif
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload all global loaded data (i.e. fonts) here!
|
||||
UnloadPlayer();
|
||||
UnloadSpriteFont(font);
|
||||
UnloadTexture(doors);
|
||||
UnloadSound(sndDoor);
|
||||
UnloadSound(sndScream);
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void TransitionToScreen(int screen)
|
||||
{
|
||||
onTransition = true;
|
||||
transFromScreen = currentScreen;
|
||||
transToScreen = screen;
|
||||
}
|
||||
|
||||
void ChangeToScreen(int screen)
|
||||
{
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO: UnloadLogoScreen(); break;
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case ATTIC: UnloadAtticScreen(); break;
|
||||
case AISLE01: UnloadAisle01Screen();break;
|
||||
case AISLE02: UnloadAisle02Screen();break;
|
||||
case ARMORY: UnloadArmoryScreen();break;
|
||||
case LIVINGROOM: UnloadLivingroomScreen();break;
|
||||
case KITCHEN: UnloadKitchenScreen(); break;
|
||||
case BATHROOM: UnloadBathroomScreen(); break;
|
||||
case ENDING: UnloadEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
switch (screen)
|
||||
{
|
||||
case LOGO: InitLogoScreen(); break;
|
||||
case LOGO_RL: rlInitLogoScreen(); break;
|
||||
case TITLE: InitTitleScreen(); break;
|
||||
case ATTIC: InitAtticScreen(); break;
|
||||
case AISLE01: InitAisle01Screen();break;
|
||||
case AISLE02: InitAisle02Screen();break;
|
||||
case ARMORY: InitArmoryScreen();break;
|
||||
case LIVINGROOM: InitLivingroomScreen();break;
|
||||
case KITCHEN: InitKitchenScreen(); break;
|
||||
case BATHROOM: InitBathroomScreen(); break;
|
||||
case ENDING: InitEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
currentScreen = screen;
|
||||
}
|
||||
|
||||
void UpdateTransition(void)
|
||||
{
|
||||
if (!transFadeOut)
|
||||
{
|
||||
transAlpha += 0.05f;
|
||||
|
||||
if (transAlpha >= 1.0)
|
||||
{
|
||||
transAlpha = 1.0;
|
||||
|
||||
switch (transFromScreen)
|
||||
{
|
||||
case LOGO: UnloadLogoScreen(); break;
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case ATTIC: UnloadAtticScreen(); break;
|
||||
case AISLE01: UnloadAisle01Screen();break;
|
||||
case AISLE02: UnloadAisle02Screen();break;
|
||||
case ARMORY: UnloadArmoryScreen();break;
|
||||
case LIVINGROOM: UnloadLivingroomScreen();break;
|
||||
case KITCHEN: UnloadKitchenScreen(); break;
|
||||
case BATHROOM: UnloadBathroomScreen(); break;
|
||||
case ENDING: UnloadEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
switch (transToScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
InitLogoScreen();
|
||||
currentScreen = LOGO;
|
||||
} break;
|
||||
case LOGO_RL:
|
||||
{
|
||||
rlInitLogoScreen();
|
||||
currentScreen = LOGO_RL;
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
InitTitleScreen();
|
||||
currentScreen = TITLE;
|
||||
} break;
|
||||
case ATTIC:
|
||||
{
|
||||
InitAtticScreen();
|
||||
currentScreen = ATTIC;
|
||||
} break;
|
||||
case AISLE01:
|
||||
{
|
||||
InitAisle01Screen();
|
||||
currentScreen = AISLE01;
|
||||
} break;
|
||||
case AISLE02:
|
||||
{
|
||||
InitAisle02Screen();
|
||||
currentScreen = AISLE02;
|
||||
} break;
|
||||
case BATHROOM:
|
||||
{
|
||||
InitBathroomScreen();
|
||||
currentScreen = BATHROOM;
|
||||
} break;
|
||||
case LIVINGROOM:
|
||||
{
|
||||
InitLivingroomScreen();
|
||||
currentScreen = LIVINGROOM;
|
||||
} break;
|
||||
case KITCHEN:
|
||||
{
|
||||
InitKitchenScreen();
|
||||
currentScreen = KITCHEN;
|
||||
} break;
|
||||
case ARMORY:
|
||||
{
|
||||
InitArmoryScreen();
|
||||
currentScreen = ARMORY;
|
||||
} break;
|
||||
case ENDING:
|
||||
{
|
||||
InitEndingScreen();
|
||||
currentScreen = ENDING;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
transFadeOut = true;
|
||||
}
|
||||
}
|
||||
else // Transition fade out logic
|
||||
{
|
||||
transAlpha -= 0.05f;
|
||||
|
||||
if (transAlpha <= 0)
|
||||
{
|
||||
transAlpha = 0;
|
||||
transFadeOut = false;
|
||||
onTransition = false;
|
||||
transFromScreen = -1;
|
||||
transToScreen = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawTransition(void)
|
||||
{
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
|
||||
}
|
||||
|
||||
// Update and draw game frame
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (!onTransition)
|
||||
{
|
||||
if (player.dead)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 80)
|
||||
{
|
||||
framesCounter = 0;
|
||||
player.dead = false;
|
||||
player.numLifes = 4;
|
||||
|
||||
TransitionToScreen(TITLE);
|
||||
}
|
||||
}
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
UpdateLogoScreen();
|
||||
|
||||
if (FinishLogoScreen()) ChangeToScreen(LOGO_RL);
|
||||
|
||||
} break;
|
||||
case LOGO_RL:
|
||||
{
|
||||
rlUpdateLogoScreen();
|
||||
|
||||
if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
|
||||
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
UpdateTitleScreen();
|
||||
|
||||
if (FinishTitleScreen() == 1) TransitionToScreen(ATTIC);
|
||||
|
||||
} break;
|
||||
case ATTIC:
|
||||
{
|
||||
UpdateAtticScreen();
|
||||
|
||||
if (FinishAtticScreen() == 1) TransitionToScreen(AISLE01);
|
||||
|
||||
} break;
|
||||
case AISLE01:
|
||||
{
|
||||
UpdateAisle01Screen();
|
||||
|
||||
if (FinishAisle01Screen() == 1) TransitionToScreen(BATHROOM);
|
||||
else if(FinishAisle01Screen() == 2) TransitionToScreen(KITCHEN);
|
||||
else if(FinishAisle01Screen() == 3) TransitionToScreen(LIVINGROOM);
|
||||
|
||||
} break;
|
||||
case BATHROOM:
|
||||
{
|
||||
UpdateBathroomScreen();
|
||||
|
||||
if (FinishBathroomScreen() == 1) TransitionToScreen(AISLE01);
|
||||
|
||||
} break;
|
||||
case LIVINGROOM:
|
||||
{
|
||||
UpdateLivingroomScreen();
|
||||
|
||||
if (FinishLivingroomScreen() == 1) TransitionToScreen(AISLE01);
|
||||
else if(FinishLivingroomScreen() == 2)TransitionToScreen(AISLE02);
|
||||
|
||||
} break;
|
||||
case AISLE02:
|
||||
{
|
||||
UpdateAisle02Screen();
|
||||
|
||||
if (FinishAisle02Screen() == 1) TransitionToScreen(KITCHEN);
|
||||
|
||||
} break;
|
||||
case KITCHEN:
|
||||
{
|
||||
UpdateKitchenScreen();
|
||||
|
||||
if (FinishKitchenScreen() == 1) TransitionToScreen(ARMORY);
|
||||
else if(FinishKitchenScreen() == 2)TransitionToScreen(AISLE02);
|
||||
|
||||
} break;
|
||||
case ARMORY:
|
||||
{
|
||||
UpdateArmoryScreen();
|
||||
|
||||
if(FinishArmoryScreen() == 1) TransitionToScreen(ENDING);
|
||||
else if(FinishArmoryScreen() == 2) TransitionToScreen(KITCHEN);
|
||||
|
||||
} break;
|
||||
case ENDING:
|
||||
{
|
||||
UpdateEndingScreen();
|
||||
|
||||
if (FinishEndingScreen()) TransitionToScreen(TITLE);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Update transition (fade-in, fade-out)
|
||||
UpdateTransition();
|
||||
}
|
||||
|
||||
UpdateMusicStream();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO: DrawLogoScreen(); break;
|
||||
case LOGO_RL: rlDrawLogoScreen(); break;
|
||||
case TITLE: DrawTitleScreen(); break;
|
||||
case ATTIC: DrawAtticScreen(); break;
|
||||
case AISLE01: DrawAisle01Screen();break;
|
||||
case AISLE02: DrawAisle02Screen();break;
|
||||
case BATHROOM: DrawBathroomScreen();break;
|
||||
case LIVINGROOM: DrawLivingroomScreen();break;
|
||||
case KITCHEN: DrawKitchenScreen();break;
|
||||
case ARMORY: DrawArmoryScreen();break;
|
||||
case ENDING: DrawEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (onTransition) DrawTransition();
|
||||
|
||||
//DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|