Merge pull request #23 from raysan5/develop

Integrate develop branch
This commit is contained in:
Ray 2015-07-03 20:49:16 +02:00
commit a59433e7a3
69 changed files with 13418 additions and 2536 deletions

10
.gitignore vendored
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@ -1,13 +1,6 @@
# Ignore generated files # Ignore generated files
# ... # ...
# Ignore compiled binaries
src/*.o
src/*.exe
examples/*.o
examples/*.exe
templates/*.exe
# Ignore Android generated files and folders # Ignore Android generated files and folders
src_android/obj/ src_android/obj/
templates/android_project/bin/ templates/android_project/bin/
@ -48,6 +41,9 @@ _ReSharper*/
[Tt]est[Rr]esult* [Tt]est[Rr]esult*
ipch/ ipch/
*.opensdf *.opensdf
# Ignore compiled binaries
*.o
*.exe *.exe
!tools/rrem.exe !tools/rrem.exe

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@ -23,7 +23,7 @@
# define raylib platform to compile for # define raylib platform to compile for
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB # possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
# WARNING: To compile examples to HTML5, they must be redesigned to use emscripten.h and emscripten_set_main_loop() # WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected # determine PLATFORM_OS in case PLATFORM_DESKTOP selected
@ -113,20 +113,20 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX) ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling # libraries for Debian GNU/Linux desktop compiling
# requires the following packages: # requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev # libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
endif else
ifeq ($(PLATFORM_OS),OSX) ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling # libraries for OS X 10.9 desktop compiling
# requires the following packages: # requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
else else
# libraries for Windows desktop compiling # libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed # NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32 LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
endif endif
endif
endif endif
ifeq ($(PLATFORM),PLATFORM_RPI) ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling # libraries for Raspberry Pi compiling
@ -327,8 +327,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
rm -f *.o rm -f *.o
else else
ifeq ($(PLATFORM_OS),LINUX) ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
rm -f *.o
else else
del *.o *.exe del *.o *.exe
endif endif

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@ -0,0 +1,86 @@
/*******************************************************************************************
*
* raylib [models] example - Load and draw a 3d model (OBJ)
*
* This example has been created using raylib 1.0 (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"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1280;
int screenHeight = 720;
InitWindow(screenWidth, screenHeight, "raylib [models] example - custom shader");
// Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Texture2D texture = LoadTexture("resources/catsham.png"); // Load model texture
Shader shader = LoadShader("resources/shaders/custom.vs", "resources/shaders/custom.fs");
//Shader poste = LoadShader("resources/shaders/custom.vs", "resources/shaders/pixel.fs");
Model cat = LoadModel("resources/cat.obj"); // Load OBJ model
SetModelTexture(&cat, texture); // Bind texture to model
//SetModelShader(&cat, poste);
Vector3 catPosition = { 0.0, 0.0, 0.0 }; // Set model position
SetPostproShader(shader);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_LEFT)) catPosition.x -= 0.2;
if (IsKeyDown(KEY_RIGHT)) catPosition.x += 0.2;
if (IsKeyDown(KEY_UP)) catPosition.z -= 0.2;
if (IsKeyDown(KEY_DOWN)) catPosition.z += 0.2;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(cat, catPosition, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGizmo(catPosition); // Draw gizmo
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(cat); // Unload model
UnloadShader(shader);
//UnloadShader(poste);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,19 @@
#version 110
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
varying vec2 fragTexCoord;
varying vec4 fragColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,16 @@
#version 330
uniform sampler2D texture0;
varying vec2 fragTexCoord;
uniform vec4 tintColor;
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, tintColor.a);
}

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@ -0,0 +1,16 @@
#version 330
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
varying vec2 fragTexCoord;
void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,15 @@
#version 110
uniform sampler2D texture0;
varying vec2 fragTexCoord;
varying vec4 fragColor;
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, base.a);
}

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@ -1,5 +1,5 @@
/************************************************************************* /*************************************************************************
* GLFW 3.0 - www.glfw.org * GLFW 3.1 - www.glfw.org
* A library for OpenGL, window and input * A library for OpenGL, window and input
*------------------------------------------------------------------------ *------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard * Copyright (c) 2002-2006 Marcus Geelnard
@ -40,13 +40,13 @@ extern "C" {
/*! @defgroup native Native access /*! @defgroup native Native access
* *
* **By using the native API, you assert that you know what you're doing and * **By using the native access functions you assert that you know what you're
* how to fix problems caused by using it. If you don't, you shouldn't be * doing and how to fix problems caused by using them. If you don't, you
* using it.** * shouldn't be using them.**
* *
* Before the inclusion of @ref glfw3native.h, you must define exactly one * Before the inclusion of @ref glfw3native.h, you must define exactly one
* window API macro and exactly one context API macro. Failure to do this * window system API macro and exactly one context creation API macro. Failure
* will cause a compile-time error. * to do this will cause a compile-time error.
* *
* The available window API macros are: * The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32` * * `GLFW_EXPOSE_NATIVE_WIN32`
@ -71,8 +71,13 @@ extern "C" {
*************************************************************************/ *************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32) #if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#include <windows.h> #include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA) #elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__) #if defined(__OBJC__)
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
#else #else
@ -80,8 +85,9 @@ extern "C" {
#endif #endif
#elif defined(GLFW_EXPOSE_NATIVE_X11) #elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h> #include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#else #else
#error "No window API specified" #error "No window API selected"
#endif #endif
#if defined(GLFW_EXPOSE_NATIVE_WGL) #if defined(GLFW_EXPOSE_NATIVE_WGL)
@ -93,7 +99,7 @@ extern "C" {
#elif defined(GLFW_EXPOSE_NATIVE_EGL) #elif defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h> #include <EGL/egl.h>
#else #else
#error "No context API specified" #error "No context API selected"
#endif #endif
@ -102,8 +108,49 @@ extern "C" {
*************************************************************************/ *************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32) #if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window. /*! @brief Returns the `HWND` of the specified window.
* @return The `HWND` of the specified window. *
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window); GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
@ -111,15 +158,48 @@ GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_WGL) #if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window. /*! @brief Returns the `HGLRC` of the specified window.
* @return The `HGLRC` of the specified window. *
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window); GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif #endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA) #if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window. /*! @brief Returns the `NSWindow` of the specified window.
* @return The `NSWindow` of the specified window. *
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window); GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
@ -127,7 +207,16 @@ GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_NSGL) #if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window. /*! @brief Returns the `NSOpenGLContext` of the specified window.
* @return The `NSOpenGLContext` of the specified window. *
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window); GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
@ -135,12 +224,61 @@ GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_X11) #if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW. /*! @brief Returns the `Display` used by GLFW.
* @return The `Display` used by GLFW. *
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI Display* glfwGetX11Display(void); GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window. /*! @brief Returns the `Window` of the specified window.
* @return The `Window` of the specified window. *
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI Window glfwGetX11Window(GLFWwindow* window); GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
@ -148,7 +286,16 @@ GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_GLX) #if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window. /*! @brief Returns the `GLXContext` of the specified window.
* @return The `GLXContext` of the specified window. *
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window); GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
@ -156,17 +303,46 @@ GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
#if defined(GLFW_EXPOSE_NATIVE_EGL) #if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW. /*! @brief Returns the `EGLDisplay` used by GLFW.
* @return The `EGLDisplay` used by GLFW. *
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI EGLDisplay glfwGetEGLDisplay(void); GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window. /*! @brief Returns the `EGLContext` of the specified window.
* @return The `EGLContext` of the specified window. *
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window); GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window. /*! @brief Returns the `EGLSurface` of the specified window.
* @return The `EGLSurface` of the specified window. *
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native * @ingroup native
*/ */
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window); GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);

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@ -0,0 +1,358 @@
/*******************************************************************************************
*
* JUST DO - Global Game Jam 2015 Videogame
* Experimental puzzle game that lets the user try to find a logic solution to
* different shape-color-based situations.
*
* Developed by: Ramon Santamaria (Ray San)
*
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* raylib - Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines currentScreen
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
const int screenWidth = 1280; // Moved to screens.h
const int screenHeight = 720; // Moved to screens.h
// 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;
int framesCounter = 0;
//static Sound levelWin;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
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] = "JUST DO";
//SetupFlags(FLAG_FULLSCREEN_MODE);
InitWindow(screenWidth, screenHeight, windowTitle);
// TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
levelWin = LoadSound("resources/win.wav");
// 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
{
if (IsKeyPressed(KEY_SPACE)) PlaySound(levelWin);
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all global loaded data (i.e. fonts) here!
UnloadSound(levelWin);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Local Functions Definition
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.02f;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
currentScreen = transToScreen;
transFadeOut = true;
framesCounter = 0;
}
}
else // Transition fade out logic
{
transAlpha -= 0.02f;
if (transAlpha <= 0)
{
transAlpha = 0;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
transToScreen = -1;
}
}
}
void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha));
}
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
if (IsKeyPressed('0'))
{
TransitionToScreen(LEVEL00);
InitLevel00Screen();
}
else if (IsKeyPressed('1'))
{
TransitionToScreen(LEVEL01);
InitLevel01Screen();
}
else if (IsKeyPressed('2'))
{
TransitionToScreen(LEVEL02);
InitLevel02Screen();
}
else if (IsKeyPressed('3'))
{
TransitionToScreen(LEVEL03);
InitLevel03Screen();
}
else if (IsKeyPressed('4'))
{
TransitionToScreen(LEVEL04);
InitLevel04Screen();
}
else if (IsKeyPressed('5'))
{
TransitionToScreen(LEVEL05);
InitLevel05Screen();
}
else if (IsKeyPressed('6'))
{
TransitionToScreen(LEVEL06);
InitLevel06Screen();
}
else if (IsKeyPressed('7'))
{
TransitionToScreen(LEVEL07);
InitLevel07Screen();
}
else if (IsKeyPressed('8'))
{
TransitionToScreen(LEVEL08);
InitLevel08Screen();
}
else if (IsKeyPressed('9'))
{
TransitionToScreen(LEVEL09);
InitLevel08Screen();
}
switch(currentScreen)
{
case LOGO:
{
UpdateLogoScreen();
if (FinishLogoScreen())
{
UnloadLogoScreen();
TransitionToScreen(LEVEL00);
InitLevel00Screen();
PlayMusicStream("resources/ambient.ogg");
SetMusicVolume(0.6f);
}
} break;
case LEVEL00:
{
UpdateLevel00Screen();
if (FinishLevel00Screen())
{
UnloadLevel00Screen();
TransitionToScreen(LEVEL01);
InitLevel01Screen();
}
} break;
case LEVEL01:
{
UpdateLevel01Screen();
if (FinishLevel01Screen())
{
UnloadLevel01Screen();
TransitionToScreen(LEVEL02);
InitLevel02Screen();
}
} break;
case LEVEL02:
{
UpdateLevel02Screen();
if (FinishLevel02Screen())
{
UnloadLevel02Screen();
TransitionToScreen(LEVEL03);
InitLevel03Screen();
}
} break;
case LEVEL03:
{
UpdateLevel03Screen();
if (FinishLevel03Screen())
{
UnloadLevel03Screen();
TransitionToScreen(LEVEL04);
InitLevel04Screen();
}
} break;
case LEVEL04:
{
UpdateLevel04Screen();
if (FinishLevel04Screen())
{
UnloadLevel04Screen();
TransitionToScreen(LEVEL05);
InitLevel05Screen();
}
} break;
case LEVEL05:
{
UpdateLevel05Screen();
if (FinishLevel05Screen())
{
UnloadLevel05Screen();
TransitionToScreen(LEVEL06);
InitLevel06Screen();
}
} break;
case LEVEL06:
{
UpdateLevel06Screen();
if (FinishLevel06Screen())
{
UnloadLevel06Screen();
TransitionToScreen(LEVEL07);
InitLevel07Screen();
}
} break;
case LEVEL07:
{
UpdateLevel07Screen();
if (FinishLevel07Screen())
{
UnloadLevel07Screen();
TransitionToScreen(LEVEL08);
InitLevel08Screen();
}
} break;
case LEVEL08:
{
UpdateLevel08Screen();
if (FinishLevel08Screen())
{
UnloadLevel08Screen();
TransitionToScreen(LEVEL09);
InitLevel09Screen();
}
} break;
case LEVEL09:
{
UpdateLevel09Screen();
if (FinishLevel09Screen())
{
UnloadLevel09Screen();
TransitionToScreen(LEVEL00);
InitLevel00Screen();
}
} break;
default: break;
}
}
else UpdateTransition(); // Update transition (fade-in, fade-out)
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO: DrawLogoScreen(); break;
case LEVEL00: DrawLevel00Screen(); break;
case LEVEL01: DrawLevel01Screen(); break;
case LEVEL02: DrawLevel02Screen(); break;
case LEVEL03: DrawLevel03Screen(); break;
case LEVEL04: DrawLevel04Screen(); break;
case LEVEL05: DrawLevel05Screen(); break;
case LEVEL06: DrawLevel06Screen(); break;
case LEVEL07: DrawLevel07Screen(); break;
case LEVEL08: DrawLevel08Screen(); break;
case LEVEL09: DrawLevel09Screen(); break;
default: break;
}
if (onTransition) DrawTransition();
EndDrawing();
//----------------------------------------------------------------------------------
}

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#**************************************************************************************************
#
# raylib - Advance Game
#
# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# 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 to compile for
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
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 = -O2 -Wall -std=c99 -s USE_GLFW=3
#-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
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src -I../../../src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../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 ($(PLATFORM),PLATFORM_WEB)
LIBS = ../../src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = ../../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_level00.o \
screens/screen_level01.o \
screens/screen_level02.o \
screens/screen_level03.o \
screens/screen_level04.o \
screens/screen_level05.o \
screens/screen_level06.o \
screens/screen_level07.o \
screens/screen_level08.o \
screens/screen_level09.o \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is just_do
default: just_do
# compile just_do
just_do: just_do.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 LEVEL00
screens/screen_level00.o: screens/screen_level00.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL01
screens/screen_level01.o: screens/screen_level01.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL02
screens/screen_level02.o: screens/screen_level02.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL03
screens/screen_level03.o: screens/screen_level03.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL04
screens/screen_level04.o: screens/screen_level04.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL05
screens/screen_level05.o: screens/screen_level05.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL06
screens/screen_level06.o: screens/screen_level06.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL07
screens/screen_level07.o: screens/screen_level07.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL08
screens/screen_level08.o: screens/screen_level08.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL09
screens/screen_level09.o: screens/screen_level09.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)

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level00 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)
//----------------------------------------------------------------------------------
// Level00 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle boundsU, boundsO;
static bool mouseOverU = false;
static bool mouseOverO = false;
static bool placedU = false;
static bool placedO = false;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level00 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level00 Screen Initialization logic
void InitLevel00Screen(void)
{
// Initialize Level00 screen variables here!
framesCounter = 0;
finishScreen = 0;
boundsU = (Rectangle){GetScreenWidth()/2 - 265, -200, MeasureText("U", 160) + 40, 160 };
boundsO = (Rectangle){GetScreenWidth() - 370, -30, MeasureText("O", 160) + 40, 160 };
}
// Level00 Screen Update logic
void UpdateLevel00Screen(void)
{
// Update Level00 screen variables here!
if (!done) framesCounter++;
if (!done)
{
if (!placedU) boundsU.y += 2;
if (boundsU.y >= GetScreenHeight()) boundsU.y = -boundsU.height;
Vector2 mousePos = GetMousePosition();
if (CheckCollisionPointRec(mousePos, boundsU))
{
mouseOverU = true;
if (!placedU && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if ((boundsU.y > GetScreenHeight()/2 - 110) && ((boundsU.y + boundsU.height) < (GetScreenHeight()/2 + 100)))
{
placedU = true;
}
}
}
else mouseOverU = false;
if (CheckCollisionPointRec(mousePos, boundsO))
{
mouseOverO = true;
if (!placedO && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) boundsO.y += 100;
if (boundsO.y >= (GetScreenHeight()/2 - 130)) placedO = true;
}
else mouseOverO = false;
if (placedO && placedU)
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 30) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level00 Screen Draw logic
void DrawLevel00Screen(void)
{
// Draw Level00 screen
DrawText("U", boundsU.x, boundsU.y + 10, 160, GRAY);
DrawText("J", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2, GetScreenHeight()/2 - 80, 160, GRAY);
DrawText("ST D", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2 + 210, GetScreenHeight()/2 - 80, 160, GRAY);
DrawText("O", boundsO.x, boundsO.y + 10, 160, GRAY);
DrawText("by RAMON SANTAMARIA (@raysan5)", 370, GetScreenHeight()/2 + 100, 30, Fade(LIGHTGRAY, 0.4f));
if (mouseOverU && !placedU) DrawRectangleLines(boundsU.x - 20, boundsU.y, boundsU.width, boundsU.height, Fade(LIGHTGRAY, 0.8f));
//DrawRectangleBordersRec(boundsU, -20, 0, 20, Fade(RED, 0.3f));
if (mouseOverO && !placedO) DrawRectangleLines(boundsO.x - 20, boundsO.y, boundsO.width, boundsO.height, Fade(LIGHTGRAY, 0.8f));
//DrawRectangleBordersRec(boundsO, -20, 0, 20, Fade(RED, 0.3f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, LIGHTGRAY);
}
// Level00 Screen Unload logic
void UnloadLevel00Screen(void)
{
// TODO: Unload Level00 screen variables here!
}
// Level00 Screen should finish?
int FinishLevel00Screen(void)
{
return finishScreen;
}
void DrawRectangleBordersRec(Rectangle rec, int offsetX, int offsetY, int borderSize, Color col)
{
DrawRectangle(rec.x + offsetX, rec.y + offsetY, rec.width, borderSize, col);
DrawRectangle(rec.x + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
DrawRectangle(rec.x + rec.width - borderSize + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
DrawRectangle(rec.x + offsetX, rec.y + rec.height - borderSize + offsetY, rec.width, borderSize, col);
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level01 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)
//----------------------------------------------------------------------------------
// Level01 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle innerLeftRec, outerLeftRec;
static Rectangle innerRightRec, outerRightRec;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level01 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level01 Screen Initialization logic
void InitLevel01Screen(void)
{
// Initialize Level01 screen variables here!
framesCounter = 0;
finishScreen = 0;
outerLeftRec = (Rectangle){ 0, 0, GetScreenWidth()/2, GetScreenHeight() };
outerRightRec = (Rectangle){ GetScreenWidth()/2, 0, GetScreenWidth()/2, GetScreenHeight() };
innerLeftRec = (Rectangle){ GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
innerRightRec = (Rectangle){ GetScreenWidth()/2 + GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
}
// Level01 Screen Update logic
void UpdateLevel01Screen(void)
{
// Update Level01 screen
framesCounter++;
if (!done)
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointRec(GetMousePosition(), innerLeftRec))
{
if (innerRightRec.width > 0)
{
innerRightRec.x += 20;
innerRightRec.y += 20;
innerRightRec.width -= 40;
innerRightRec.height -= 40;
}
}
else if (CheckCollisionPointRec(GetMousePosition(), innerRightRec))
{
if (innerLeftRec.width > 0)
{
innerLeftRec.x += 20;
innerLeftRec.y += 20;
innerLeftRec.width -= 40;
innerLeftRec.height -= 40;
}
}
else if (CheckCollisionPointRec(GetMousePosition(), outerLeftRec))
{
innerLeftRec.x -= 20;
innerLeftRec.y -= 20;
innerLeftRec.width += 40;
innerLeftRec.height += 40;
}
else if (CheckCollisionPointRec(GetMousePosition(), outerRightRec))
{
innerRightRec.x -= 20;
innerRightRec.y -= 20;
innerRightRec.width += 40;
innerRightRec.height += 40;
}
}
if (((innerRightRec.width == 0) && (innerLeftRec.height >= GetScreenHeight())) ||
((innerLeftRec.width == 0) && (innerRightRec.height >= GetScreenHeight())))
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level01 Screen Draw logic
void DrawLevel01Screen(void)
{
// Draw Level01 screen
if (!levelFinished) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), LIGHTGRAY);
else DrawRectangle(60, 60, GetScreenWidth() - 120, GetScreenHeight() - 120, LIGHTGRAY);
DrawRectangleRec(outerLeftRec, GRAY);
DrawRectangleRec(innerLeftRec, RAYWHITE);
DrawRectangleRec(outerRightRec, RAYWHITE);
DrawRectangleRec(innerRightRec, GRAY);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, LIGHTGRAY);
}
// Level01 Screen Unload logic
void UnloadLevel01Screen(void)
{
// TODO: Unload Level01 screen variables here!
}
// Level01 Screen should finish?
int FinishLevel01Screen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level02 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 <math.h>
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level02 screen global variables
static int framesCounter;
static int finishScreen;
static Vector2 bouncingBallPos;
static float bouncingBallRadius = 40;
static Vector2 bouncingBallSpeed;
static Vector2 holeCirclePos;
static float holeCircleRadius = 50;
static bool ballOnHole = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level02 Screen Functions Definition
//----------------------------------------------------------------------------------
float Vector2Distance(Vector2 v1, Vector2 v2);
// Level02 Screen Initialization logic
void InitLevel02Screen(void)
{
// TODO: Initialize Level02 screen variables here!
framesCounter = 0;
finishScreen = 0;
bouncingBallPos = (Vector2){ 120, 80 };
bouncingBallSpeed = (Vector2){ 6, 8 };
holeCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
}
// Level02 Screen Update logic
void UpdateLevel02Screen(void)
{
// Update Level02 screen
framesCounter++;
if (!ballOnHole)
{
bouncingBallPos.x += bouncingBallSpeed.x;
bouncingBallPos.y += bouncingBallSpeed.y;
if (((bouncingBallPos.x - bouncingBallRadius) <= 0) || ((bouncingBallPos.x + bouncingBallRadius) >= GetScreenWidth())) bouncingBallSpeed.x *= -1;
if (((bouncingBallPos.y - bouncingBallRadius) <= 0) || ((bouncingBallPos.y + bouncingBallRadius) >= GetScreenHeight())) bouncingBallSpeed.y *= -1;
Vector2 mousePos = GetMousePosition();
if (CheckCollisionPointCircle(mousePos, bouncingBallPos, 120))
{
bouncingBallPos.x = GetRandomValue(80, 1200);
bouncingBallPos.y = GetRandomValue(80, 650);
}
if (CheckCollisionPointCircle(mousePos, holeCirclePos, 120))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
holeCirclePos = mousePos;
if ((holeCirclePos.x - holeCircleRadius) <= 0) holeCirclePos.x = holeCircleRadius;
else if ((holeCirclePos.x + holeCircleRadius) >= GetScreenWidth()) holeCirclePos.x = GetScreenWidth() - holeCircleRadius;
if ((holeCirclePos.y - holeCircleRadius) <= 0) holeCirclePos.y = holeCircleRadius;
else if ((holeCirclePos.y + holeCircleRadius) >= GetScreenHeight()) holeCirclePos.y = GetScreenHeight() - holeCircleRadius;
}
}
if (Vector2Distance(bouncingBallPos, holeCirclePos) < 20)
{
ballOnHole = true;
PlaySound(levelWin);
}
}
if (ballOnHole && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level02 Screen Draw logic
void DrawLevel02Screen(void)
{
// Draw Level02 screen
DrawCircleV(holeCirclePos, holeCircleRadius, LIGHTGRAY);
DrawCircleV(bouncingBallPos, bouncingBallRadius, DARKGRAY);
DrawCircleLines(bouncingBallPos.x, bouncingBallPos.y, 120, Fade(LIGHTGRAY, 0.8f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, LIGHTGRAY);
}
// Level02 Screen Unload logic
void UnloadLevel02Screen(void)
{
// TODO: Unload Level02 screen variables here!
}
// Level02 Screen should finish?
int FinishLevel02Screen(void)
{
return finishScreen;
}
// Calculate distance between two points
float Vector2Distance(Vector2 v1, Vector2 v2)
{
float result;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
result = sqrt(dx*dx + dy*dy);
return result;
}

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