/*******************************************************************************************
*
*   raylib [textures] example - sprite explosion
*
*   This example has been created using raylib 2.5 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#define NUM_FRAMES  8
#define NUM_LINES   6

int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;
    
    InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
    
    InitAudioDevice();
    
    // Load explosion sound
    Sound fxBoom = LoadSound("resources/boom.wav");
    
    // Load explosion texture
    Texture2D explosion = LoadTexture("resources/explosion2.png");
    
    // Init variables for animation
    int frameWidth = explosion.width/NUM_FRAMES;    // Sprite one frame rectangle width
    int frameHeight = explosion.height/NUM_LINES;   // Sprite one frame rectangle height
    int currentFrame = 0;
    int currentLine = 0;
    
    Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
    Vector2 position = { 0, 0 };
    
    bool active = false;
    int framesCounter = 0;
    
    SetTargetFPS(120);
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        
        // Check for mouse button pressed and activate explosion (if not active)
        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
        {
            position = GetMousePosition();
            active = true;
            
            position.x -= frameWidth/2;
            position.y -= frameHeight/2;
            
            PlaySound(fxBoom);
        }
        
        // Compute explosion animation frames
        if (active)
        {
            framesCounter++;
            
            if (framesCounter > 2)
            {
                currentFrame++;
                
                if (currentFrame >= NUM_FRAMES)
                {
                    currentFrame = 0;
                    currentLine++;
                    
                    if (currentLine >= NUM_LINES)
                    {
                        currentLine = 0;
                        active = false;
                    }
                }
            
                framesCounter = 0;
            }
        }
        
        frameRec.x = frameWidth*currentFrame;
        frameRec.y = frameHeight*currentLine;
        //----------------------------------------------------------------------------------
        
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();
        
            ClearBackground(RAYWHITE);
            
            // Draw explosion required frame rectangle
            if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
        
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(explosion);   // Unload texture
    UnloadSound(fxBoom);          // Unload sound
    
    CloseAudioDevice();
    
    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
    
    return 0;
}