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-rw-r--r--games/skully_escape/makefile254
-rw-r--r--games/skully_escape/monster.c54
-rw-r--r--games/skully_escape/monster.h73
-rw-r--r--games/skully_escape/player.c281
-rw-r--r--games/skully_escape/player.h51
-rw-r--r--games/skully_escape/resources/audio/come_play_with_me.oggbin0 -> 2310768 bytes
-rw-r--r--games/skully_escape/resources/audio/door.oggbin0 -> 32434 bytes
-rw-r--r--games/skully_escape/resources/audio/scream.oggbin0 -> 19696 bytes
-rw-r--r--games/skully_escape/resources/textures/alagard.pngbin0 -> 36659 bytes
-rw-r--r--games/skully_escape/resources/textures/background_aisle01.pngbin0 -> 670481 bytes
-rw-r--r--games/skully_escape/resources/textures/background_aisle02.pngbin0 -> 507254 bytes
-rw-r--r--games/skully_escape/resources/textures/background_armory.pngbin0 -> 252006 bytes
-rw-r--r--games/skully_escape/resources/textures/background_attic.pngbin0 -> 286704 bytes
-rw-r--r--games/skully_escape/resources/textures/background_bathroom.pngbin0 -> 254709 bytes
-rw-r--r--games/skully_escape/resources/textures/background_kitchen.pngbin0 -> 310161 bytes
-rw-r--r--games/skully_escape/resources/textures/background_livingroom.pngbin0 -> 319096 bytes
-rw-r--r--games/skully_escape/resources/textures/doors.pngbin0 -> 82485 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_arc.pngbin0 -> 49342 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_blazon01.pngbin0 -> 47467 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_blazon02.pngbin0 -> 47085 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_blazon03.pngbin0 -> 52593 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_candle.pngbin0 -> 70445 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_chair_left.pngbin0 -> 42529 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_chair_right.pngbin0 -> 46303 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_closet.pngbin0 -> 93494 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_lamp_left.pngbin0 -> 80413 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_lamp_right.pngbin0 -> 148299 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_mirror.pngbin0 -> 67383 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_phone.pngbin0 -> 51545 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_picture.pngbin0 -> 96506 bytes
-rw-r--r--games/skully_escape/resources/textures/monster_window.pngbin0 -> 175595 bytes
-rw-r--r--games/skully_escape/resources/textures/skully.pngbin0 -> 138765 bytes
-rw-r--r--games/skully_escape/resources/textures/skully_icon.pngbin0 -> 3165 bytes
-rw-r--r--games/skully_escape/resources/textures/skully_logo.pngbin0 -> 19137 bytes
-rw-r--r--games/skully_escape/resources/textures/title.pngbin0 -> 120338 bytes
-rw-r--r--games/skully_escape/screens/screen_aisle01.c409
-rw-r--r--games/skully_escape/screens/screen_aisle02.c444
-rw-r--r--games/skully_escape/screens/screen_armory.c404
-rw-r--r--games/skully_escape/screens/screen_attic.c332
-rw-r--r--games/skully_escape/screens/screen_bathroom.c383
-rw-r--r--games/skully_escape/screens/screen_ending.c90
-rw-r--r--games/skully_escape/screens/screen_kitchen.c403
-rw-r--r--games/skully_escape/screens/screen_livingroom.c403
-rw-r--r--games/skully_escape/screens/screen_logo.c108
-rw-r--r--games/skully_escape/screens/screen_logo_raylib.c201
-rw-r--r--games/skully_escape/screens/screen_title.c92
-rw-r--r--games/skully_escape/screens/screens.h164
-rw-r--r--games/skully_escape/skully_escape.c403
48 files changed, 4549 insertions, 0 deletions
diff --git a/games/skully_escape/makefile b/games/skully_escape/makefile
new file mode 100644
index 00000000..0a343037
--- /dev/null
+++ b/games/skully_escape/makefile
@@ -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)
diff --git a/games/skully_escape/monster.c b/games/skully_escape/monster.c
new file mode 100644
index 00000000..643d0a73
--- /dev/null
+++ b/games/skully_escape/monster.c
@@ -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);
+} \ No newline at end of file
diff --git a/games/skully_escape/monster.h b/games/skully_escape/monster.h
new file mode 100644
index 00000000..e7e01856
--- /dev/null
+++ b/games/skully_escape/monster.h
@@ -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 \ No newline at end of file
diff --git a/games/skully_escape/player.c b/games/skully_escape/player.c
new file mode 100644
index 00000000..11006f65
--- /dev/null
+++ b/games/skully_escape/player.c
@@ -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));
+ }
+ }
+} \ No newline at end of file
diff --git a/games/skully_escape/player.h b/games/skully_escape/player.h
new file mode 100644
index 00000000..7d59bdde
--- /dev/null
+++ b/games/skully_escape/player.h
@@ -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 \ No newline at end of file
diff --git a/games/skully_escape/resources/audio/come_play_with_me.ogg b/games/skully_escape/resources/audio/come_play_with_me.ogg
new file mode 100644
index 00000000..425498b8
--- /dev/null
+++ b/games/skully_escape/resources/audio/come_play_with_me.ogg
Binary files differ
diff --git a/games/skully_escape/resources/audio/door.ogg b/games/skully_escape/resources/audio/door.ogg
new file mode 100644
index 00000000..a1d1cd1b
--- /dev/null
+++ b/games/skully_escape/resources/audio/door.ogg
Binary files differ
diff --git a/games/skully_escape/resources/audio/scream.ogg b/games/skully_escape/resources/audio/scream.ogg
new file mode 100644
index 00000000..41524027
--- /dev/null
+++ b/games/skully_escape/resources/audio/scream.ogg
Binary files differ
diff --git a/games/skully_escape/resources/textures/alagard.png b/games/skully_escape/resources/textures/alagard.png
new file mode 100644
index 00000000..c5cc54dc
--- /dev/null
+++ b/games/skully_escape/resources/textures/alagard.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/background_aisle01.png b/games/skully_escape/resources/textures/background_aisle01.png
new file mode 100644
index 00000000..482056f8
--- /dev/null
+++ b/games/skully_escape/resources/textures/background_aisle01.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/background_aisle02.png b/games/skully_escape/resources/textures/background_aisle02.png
new file mode 100644
index 00000000..fced627f
--- /dev/null
+++ b/games/skully_escape/resources/textures/background_aisle02.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/background_armory.png b/games/skully_escape/resources/textures/background_armory.png
new file mode 100644
index 00000000..1a93807f
--- /dev/null
+++ b/games/skully_escape/resources/textures/background_armory.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/background_attic.png b/games/skully_escape/resources/textures/background_attic.png
new file mode 100644
index 00000000..446e09a7
--- /dev/null
+++ b/games/skully_escape/resources/textures/background_attic.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/background_bathroom.png b/games/skully_escape/resources/textures/background_bathroom.png
new file mode 100644
index 00000000..55061d1f
--- /dev/null
+++ b/games/skully_escape/resources/textures/background_bathroom.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/background_kitchen.png b/games/skully_escape/resources/textures/background_kitchen.png
new file mode 100644
index 00000000..5c74c74e
--- /dev/null
+++ b/games/skully_escape/resources/textures/background_kitchen.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/background_livingroom.png b/games/skully_escape/resources/textures/background_livingroom.png
new file mode 100644
index 00000000..f91a11f9
--- /dev/null
+++ b/games/skully_escape/resources/textures/background_livingroom.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/doors.png b/games/skully_escape/resources/textures/doors.png
new file mode 100644
index 00000000..f5a75d05
--- /dev/null
+++ b/games/skully_escape/resources/textures/doors.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_arc.png b/games/skully_escape/resources/textures/monster_arc.png
new file mode 100644
index 00000000..ae3e346d
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_arc.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_blazon01.png b/games/skully_escape/resources/textures/monster_blazon01.png
new file mode 100644
index 00000000..2d2a409c
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_blazon01.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_blazon02.png b/games/skully_escape/resources/textures/monster_blazon02.png
new file mode 100644
index 00000000..8cea9361
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_blazon02.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_blazon03.png b/games/skully_escape/resources/textures/monster_blazon03.png
new file mode 100644
index 00000000..cc4665a1
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_blazon03.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_candle.png b/games/skully_escape/resources/textures/monster_candle.png
new file mode 100644
index 00000000..9feef00d
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_candle.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_chair_left.png b/games/skully_escape/resources/textures/monster_chair_left.png
new file mode 100644
index 00000000..b3ac070f
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_chair_left.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_chair_right.png b/games/skully_escape/resources/textures/monster_chair_right.png
new file mode 100644
index 00000000..d29cc021
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_chair_right.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_closet.png b/games/skully_escape/resources/textures/monster_closet.png
new file mode 100644
index 00000000..7c0c8f27
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_closet.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_lamp_left.png b/games/skully_escape/resources/textures/monster_lamp_left.png
new file mode 100644
index 00000000..3b31b77f
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_lamp_left.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_lamp_right.png b/games/skully_escape/resources/textures/monster_lamp_right.png
new file mode 100644
index 00000000..26491866
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_lamp_right.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_mirror.png b/games/skully_escape/resources/textures/monster_mirror.png
new file mode 100644
index 00000000..2e994309
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_mirror.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_phone.png b/games/skully_escape/resources/textures/monster_phone.png
new file mode 100644
index 00000000..a4862ef7
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_phone.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_picture.png b/games/skully_escape/resources/textures/monster_picture.png
new file mode 100644
index 00000000..29549895
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_picture.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/monster_window.png b/games/skully_escape/resources/textures/monster_window.png
new file mode 100644
index 00000000..47d70a79
--- /dev/null
+++ b/games/skully_escape/resources/textures/monster_window.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/skully.png b/games/skully_escape/resources/textures/skully.png
new file mode 100644
index 00000000..9ce6cd58
--- /dev/null
+++ b/games/skully_escape/resources/textures/skully.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/skully_icon.png b/games/skully_escape/resources/textures/skully_icon.png
new file mode 100644
index 00000000..91a0bc2a
--- /dev/null
+++ b/games/skully_escape/resources/textures/skully_icon.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/skully_logo.png b/games/skully_escape/resources/textures/skully_logo.png
new file mode 100644
index 00000000..93e8bfe2
--- /dev/null
+++ b/games/skully_escape/resources/textures/skully_logo.png
Binary files differ
diff --git a/games/skully_escape/resources/textures/title.png b/games/skully_escape/resources/textures/title.png
new file mode 100644
index 00000000..20e08c88
--- /dev/null
+++ b/games/skully_escape/resources/textures/title.png
Binary files differ
diff --git a/games/skully_escape/screens/screen_aisle01.c b/games/skully_escape/screens/screen_aisle01.c
new file mode 100644
index 00000000..17d25058
--- /dev/null
+++ b/games/skully_escape/screens/screen_aisle01.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_aisle02.c b/games/skully_escape/screens/screen_aisle02.c
new file mode 100644
index 00000000..6186a1fc
--- /dev/null
+++ b/games/skully_escape/screens/screen_aisle02.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_armory.c b/games/skully_escape/screens/screen_armory.c
new file mode 100644
index 00000000..622299f0
--- /dev/null
+++ b/games/skully_escape/screens/screen_armory.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_attic.c b/games/skully_escape/screens/screen_attic.c
new file mode 100644
index 00000000..a8bc0a6b
--- /dev/null
+++ b/games/skully_escape/screens/screen_attic.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_bathroom.c b/games/skully_escape/screens/screen_bathroom.c
new file mode 100644
index 00000000..176967a7
--- /dev/null
+++ b/games/skully_escape/screens/screen_bathroom.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_ending.c b/games/skully_escape/screens/screen_ending.c
new file mode 100644
index 00000000..120d9071
--- /dev/null
+++ b/games/skully_escape/screens/screen_ending.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_kitchen.c b/games/skully_escape/screens/screen_kitchen.c
new file mode 100644
index 00000000..a6b8924d
--- /dev/null
+++ b/games/skully_escape/screens/screen_kitchen.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_livingroom.c b/games/skully_escape/screens/screen_livingroom.c
new file mode 100644
index 00000000..b2b09d9a
--- /dev/null
+++ b/games/skully_escape/screens/screen_livingroom.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_logo.c b/games/skully_escape/screens/screen_logo.c
new file mode 100644
index 00000000..f07f5f54
--- /dev/null
+++ b/games/skully_escape/screens/screen_logo.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_logo_raylib.c b/games/skully_escape/screens/screen_logo_raylib.c
new file mode 100644
index 00000000..e5efe843
--- /dev/null
+++ b/games/skully_escape/screens/screen_logo_raylib.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screen_title.c b/games/skully_escape/screens/screen_title.c
new file mode 100644
index 00000000..837b5112
--- /dev/null
+++ b/games/skully_escape/screens/screen_title.c
@@ -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;
+} \ No newline at end of file
diff --git a/games/skully_escape/screens/screens.h b/games/skully_escape/screens/screens.h
new file mode 100644
index 00000000..790df9ff
--- /dev/null
+++ b/games/skully_escape/screens/screens.h
@@ -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 \ No newline at end of file
diff --git a/games/skully_escape/skully_escape.c b/games/skully_escape/skully_escape.c
new file mode 100644
index 00000000..22cc04e4
--- /dev/null
+++ b/games/skully_escape/skully_escape.c
@@ -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();
+ //----------------------------------------------------------------------------------
+}
+