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1130 lines (916 loc) · 35.6 KB
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/*******************************************************************************************
RAINY DAY PROTOCOL
- form a distinction (by var name) between SourceRects and DestRects. i.e. RECT_TIME -> SOURCE_RECT_TIME
BUGS I'M ALLOWING
- since updateTargets use GetTime() - startTime, pausing doesn't effect this so sin rounds will have some weird behaviour]
V1.04 CHANGES
- lots of under the hood improvements
********************************************************************************************/
#define WANTED_VERSION 1.04
#include "raylib.h"
#define NEARBLACK CLITERAL(Color){ 20, 20, 20, 255}
#define MUSTARD CLITERAL(Color){ 203, 182, 51, 255}
#ifndef SILVER
#define SILVER CLITERAL(Color){217, 238, 255, 255}
#endif
#ifndef BRONZE
#define BRONZE CLITERAL(Color){153, 109, 38, 255}
#endif
#include "network.hpp"
#include "jute.h"
// included from jute
// #include <iostream>
// #include <vector>
// #include <map>
// #include <string>
// #include <sstream>
// #include <fstream>
// #include <cstring>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <utility>
#include <random>
#include <algorithm>
#include "constants.hpp"
// SPRITE SOURCE RECTANGLES, IMPORTANT TO CHANGE IF/WHEN SOURCE SPRITE CHANGES
Rectangle criminalPosterRects[] = { Rectangle{76,0,100,100}, Rectangle{332,0,100,100},Rectangle{588,0,100,100},Rectangle{844,0,100,100}};
Rectangle posterSourceRects[] = { Rectangle{76,316,100,100}, Rectangle{332,316,100,100},Rectangle{588,316,100,100},Rectangle{844,316,100,100}};
Rectangle posterSourceRect = Rectangle{0,100, 256, 192};
#include "enums.hpp"
// use SOURCE_RECT_INDEX for this one
Rectangle SOURCE_RECT[] = {
Rectangle{256, 130, 256, 76}, // PLAY
Rectangle{512, 130, 256, 76}, // PLAY_AGAIN
Rectangle{768, 130, 256, 76}, // QUIT
Rectangle{568, 206, 80, 80}, // MUTE
Rectangle{768, 206, 256, 76}, // PAUSE
Rectangle{768, 206, 256, 76}, // PAUSE_QUIT
Rectangle{568, 206, 80, 80}, // SKIP
Rectangle{648, 206, 80, 80}, // UNMUTE
Rectangle{256, 100, 64, 16}, // TIME
Rectangle{320, 100, 150, 30}, // LEVEL
Rectangle{256, 206, 312, 80}, // NONTENDO
Rectangle{256, 286, 112, 30}, // 2020 (YEAR)
Rectangle{770, 100, 30, 30}, // STAR
Rectangle{800, 100, 30, 30}, // TIMES
Rectangle{830, 100, 133, 15}, // HIGHSCORE
Rectangle{700, 416, 266, 30}, // BIGSCORE
Rectangle{893, 100, 70, 15}, // SCORE
Rectangle{963, 100, 30, 30}, // POG_MINI
Rectangle{0 , 416, 100, 100}, // OGNICK
Rectangle{300, 416, 312, 80}, // UPDATE_BUTTON
Rectangle{612, 416, 88, 88} // CURSOR
};
int alarm[ALARMFLAG_COUNT] = {0}; // linked with flags by enum GAME_FLAG
bool flags[ALARMFLAG_COUNT] = {false};// linked with alarms by enum GAME_FLAG
// counter[0] - used for countup
// counter[1] - seconds left
// counter[2] - frames left in current second
int counter[4] = {0};
// placeholder to store second counter position (used to enable skipping)
int counter_second_;
//unsigned short int scores[5] = {0};
using score_pair = std::pair<std::string, unsigned short int>;
using score_vector = std::vector<score_pair>;
using string_vector = std::vector<std::string>;
std::string player_name = "[NAME]";
char player_name_placeholder[30] = "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0";
score_vector scores;
/// toggle used in end screen to filter out non-nicktober names
bool nicktoberNamesOnly = false;
std::vector<std::string> nicktober_names;
Font gameboyFont;
// VIRTUAL CURSOR //
Vector2 lastCursorPosition{0,0};
Vector2 virtualCursorPos{0,0};
bool mouseOutOfBounds = false;
int cheese_keys[] = {KEY_LEFT_SUPER, KEY_RIGHT_SUPER, KEY_LEFT_ALT, KEY_RIGHT_ALT, KEY_KB_MENU, KEY_LEFT_CONTROL, KEY_RIGHT_CONTROL};
#include "target.hpp"
#include "utilities.hpp"
#include "operators.hpp"
#include "gameFuncs.hpp"
// dest rects / bounds for each button. joined with SOURCE_RECT_INDEX for simplicity
Rectangle RECT_BUTTON[] = {
Rectangle{SCREEN_WIDTH/2 - 128, SCREEN_HEIGHT - 266,256, 76}, //PLAY
Rectangle{SCREEN_WIDTH/2 - 128, AREA_HEIGHT/2 - 38, 256, 76} , //PLAY_AGAIN
Rectangle{SCREEN_WIDTH/2 - 128, SCREEN_HEIGHT - 190,256, 76}, //QUIT
Rectangle{SCREEN_WIDTH - 88, AREA_HEIGHT + 8, 80, 80}, //MUTE
Rectangle{SCREEN_WIDTH - 264, SCREEN_HEIGHT - 84, 256, 76}, //PAUSE
Rectangle{8, SCREEN_HEIGHT - 84, 256, 76}, //PAUSE_QUIT
Rectangle{24, AREA_HEIGHT + 8, 50, 80} //SKIP
};
#include "button.hpp"
#include "files.hpp"
// easter egg crap
bool keys1[9] = {false};
bool keys2[7] = {false};
// EASTER EGG STUFF //
// 0 - click counter, 1 - how long to show the text (ticks down), 2 - stage of easter egg
// stages of easter egg include [1] "please stop" [2] "i said stop please" [3] "last warning" [4] "fuck you simon" (game closes)
int EEcounter1[3] = {0};
bool EEbool2 = false;
Vector2 EEvector2;
int letterKeys[] = {KEY_A, KEY_B, KEY_C, KEY_D, KEY_E, KEY_F, KEY_G, KEY_H, KEY_I, KEY_J, KEY_K, KEY_L, KEY_M, KEY_N, KEY_O, KEY_P, KEY_Q, KEY_R, KEY_S, KEY_T, KEY_U, KEY_V, KEY_W, KEY_X, KEY_Y, KEY_Z} ;
bool GuiTextBoxUpdate(Rectangle r, char* c, int fontSize, int max_field_length)
{
static int hold_counter = 0;
if(IsKeyDown(KEY_BACKSPACE))
{
if (++hold_counter > 30)
{
hold_counter = 0;
strcpy(c, "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0");
return false;
}
}
else
hold_counter = 0;
int field_length = strlen(c);
// if it was actually pressed this frame
for(int key : letterKeys)
{
if (IsKeyPressed(key) && field_length < max_field_length)
{
c[field_length] = key;
c[field_length + 1] = '\0';
field_length++;
}
}
if (IsKeyPressed(KEY_BACKSPACE) && field_length > 0)
{
c[field_length - 1] = '\0';
field_length--;
}
else if (IsKeyPressed(KEY_ENTER)) return true;
return false;
}
bool GuiTextBoxDraw(Rectangle r, char* c, int fontSize, int max_field_length)
{
// draw button
DrawRectangleRec(r, RAYWHITE);
// draw TEXT
DrawText(c, r.x + 10, r.y + 10, fontSize, NEARBLACK);
return false;
}
int main(void)
{
using namespace std;
// Initialization
//--------------------------------------------------------------------------------------
ifstream is("player.data", ios::binary);
string s;
bool _q = false;
if (is >> s) _q = true;
if (!_q || s == "REDACTED")
{
// player name hasn't been set, so have a separate screen asking for the name before the game starts.
// a button can bring the user back to this screen at any time
flags[SET_NAME] = true;
}
else
{
player_name = s;
strcpy(player_name_placeholder, s.c_str());
}
for(int i = 0; i < 26; i++) letterKeys[i] = KEY_A + i;
// retrieve scoreboard from server
DownloadScores(scores);
// retrieve valid nicktober_names
GetNames(nicktober_names);
// check version number w/ server
bool needUpdate = false;
bool drawUpdateButton = false;
Rectangle updateButtonRect;
std::string downloadURL;
CheckVersionJSON(&needUpdate, &drawUpdateButton, &updateButtonRect, &downloadURL);
std::srand(std::time(0));
// create window
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "THE MANY FACES OF NICKTOBER! (NICK GAME NICK)");
// lock cursor to window
DisableCursor();
// set window icon
Image windowIcon = LoadImage("resources/icon.png");
SetWindowIcon(windowIcon);
// prep audio device
InitAudioDevice();
// Window Settings
// Game Initialization
unsigned short int level = 0; // 0 is menu, 1+ are actual levels
// // Game Containers
vector<target> allTargets;
vector<target> menuTargets;
//probably both to be deprecated
target selectedTarget(0,0,STATIONARY,false);
// where to draw the -10 when a miss occurs (needed for levels with moving targets)
Vector2 highlightTextOrigin;
// should've fucking moved this to flags[] fuck
bool pauseFlag = false;
// Used for UpdateTargets (time elapsed during round)
double timeLevelStart = 0;
gameboyFont = LoadFont("resources/gameboy.ttf");
// Start menu targets
for (int i = 0; i < 4; i++)
{
Vector2 v1 = Vector2{25, (static_cast<float>(i + 1) / 4) * SCREEN_HEIGHT};
Vector2 v2 = Vector2{SCREEN_WIDTH - 125, SCREEN_HEIGHT - v1.y - 100};
target t1 = target(v1, DIRECTION_ANGLE, 3*PI/2, BASE_SPEED/2, i);
target t2 = target(v2, DIRECTION_ANGLE, PI/2, BASE_SPEED/2, i);
t1.setAsMenuTarget();
t2.setAsMenuTarget();
menuTargets.push_back(t1);
menuTargets.push_back(t2);
}
// Start Menu UI
bool buttonStart = false;
bool buttonQuit = false;
// Lose Menu UI
bool buttonReturnToMenu = false;
// Pause Menu UI
// Graphics Stuff
// TO BE REIMPLEMENTED
//int textureIndex = 0;
Texture2D atlas = LoadTexture("resources/textures/atlas0.png");
/// position for the vector on screen
const Vector2 posterPos = Vector2{SCREEN_WIDTH/2 - (256/2), AREA_HEIGHT};
/// rect for the area below the play area (bottom bar)
const Rectangle bottomBarRect = Rectangle{0,AREA_HEIGHT,SCREEN_WIDTH,SCREEN_HEIGHT - AREA_HEIGHT};
// Audio stuff
std::vector<std::vector<Sound>> character_sounds;
std::vector<std::vector<Sound>> sound_effects;
std::vector<Music> bgm;
Sound currentSound;
// load all the sounds from files
LoadSounds(&character_sounds, &sound_effects, &bgm);
// use std::shuffle from <algorithm> to shuffle the playlist
std::random_device rd;
std::mt19937 g(rd());
g.seed(std::time(0));
std::shuffle(bgm.begin(), bgm.end(), g);
float bgm_length[BGM_TRACK_COUNT];
float volumePercent = 0.33;
int currentSongIndex = rand() % BGM_TRACK_COUNT;
for(int i = 0; i < BGM_TRACK_COUNT; i++)
{
SetMusicLoopCount(bgm[i], 1);
bgm_length[i] = GetMusicTimeLength(bgm[i]);
}
SetTargetFPS(FPS_TARGET); // Set framerate
SetExitKey(-1);
PlayMusicStream(bgm[currentSongIndex]);
//--------------------------------------------------------------------------------------
bool name_error[3] = {false};
// Main game loop
while (!WindowShouldClose() && !buttonQuit) // Detect window close button or ESC key#{
{
virtualCursorPos = virtualCursorPos + (GetMousePosition() - lastCursorPosition);
lastCursorPosition = GetMousePosition();
mouseOutOfBounds = !(virtualCursorPos < Rectangle{0,0,SCREEN_WIDTH, SCREEN_HEIGHT});
// check for attempts to break the game
for(int i : cheese_keys)
if (IsKeyDown(i))
pauseFlag = true;
// SHIFT centers cursor
if(IsKeyPressed(KEY_LEFT_SHIFT) || IsKeyPressed(KEY_RIGHT_SHIFT))
virtualCursorPos = Vector2{AREA_WIDTH/2, AREA_HEIGHT/2};
// each song has 5 seconds of silence at the end as a buffer
if(GetMusicTimePlayed(bgm[currentSongIndex]) >= (bgm_length[currentSongIndex] - 5.0f))
{
StopMusicStream(bgm[currentSongIndex]);
currentSongIndex++;
if (currentSongIndex == BGM_TRACK_COUNT) currentSongIndex = 0;
PlayMusicStream(bgm[currentSongIndex]);
}
else
UpdateMusicStream(bgm[currentSongIndex]);
SetMasterVolume(volumePercent/5);
// TICK ALARMS
if (!pauseFlag && !mouseOutOfBounds)
{
for(int i =0; i < ALARMFLAG_COUNT; i++)
{
if (alarm[i] > 0) alarm[i]--;
}
}
// CHECK ALARMS #{
if (flags[PREROUND] && alarm[1] == 0)
{
flags[PREROUND] = false;
// resume play
flags[GAME_IN_PLAY] = true;
}
if (flags[DRUMROLL] && alarm[2] == 0)
{
flags[DRUMROLL] = false;
flags[PREROUND] = true;
//alarm[PREROUND] = PREROUND_ALARM_DURATION;
alarm[PREROUND] = AlarmDuration(PREROUND);
}
if (flags[TARGET_MISSED] && alarm[3] == 0)
{
flags[TARGET_MISSED] = false;
}
if (flags[TARGET_HIGHLIGHT] && alarm[4] == 0)
{
flags[TARGET_HIGHLIGHT] = false;
// reset frame counter, initialize score count up
counter[2] = FPS_TARGET;
// play points sound effect
currentSound = sound_effects[POINTS_SND][rand() % sound_effects[POINTS_SND].size()];
PlaySound(currentSound);
// increment level variable
level++;
counter_second_ = counter[1];
alarm[COUNTUP] = AlarmDuration(COUNTUP);
flags[COUNTUP] = true;
} // }#
if (flags[COUNTUP] && alarm[COUNTUP] == 0)
{
flags[COUNTUP] = false;
counter[0] = 0;
flags[ROUND_BUFFER] = true;
alarm[ROUND_BUFFER] = AlarmDuration(ROUND_BUFFER);
EEvector2 = Vector2{0,0};
EEbool2 = false;
} // }#
if (flags[ROUND_BUFFER] && alarm[ROUND_BUFFER] == 0)
{
flags[ROUND_BUFFER] = false;
initializeLevel(allTargets, level);
flags[PREROUND] = true;
alarm[PREROUND] = AlarmDuration(PREROUND);
// }
} // }#
if (flags[LOSE_TIMER] && alarm[LOSE_TIMER] == 0)
{
UpdateScores(scores, make_pair(player_name ,level - 1));
flags[LOSE_TIMER] = false;
currentSound = sound_effects[LOSE_SND][rand() % sound_effects[LOSE_SND].size()];
PlaySound(currentSound);
flags[LOSE_SCREEN] = true;
} // }#
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_ESCAPE)) pauseFlag = !pauseFlag;
// PAUSE UPDATE
if (flags[SET_NAME])
{
if(GuiTextBoxUpdate(Rectangle{SCREEN_WIDTH/2 - 100, 5*SCREEN_HEIGHT/6, 200, 100}, player_name_placeholder, 30, 10))
{
player_name = player_name_placeholder;
if (player_name.length() > 0 && player_name.length() <= 10 && player_name != "REDACTED" && player_name != "[NAME]")
{
// set name
flags[SET_NAME] = false;
// save name to file
ofstream os;
os.open("player.data", ios::binary);
os << player_name;
os.close();
}
else
{
// tell the player what's wrong
if (player_name.length() > 10)
name_error[0] = true;
else if(player_name == "REDACTED" || player_name == "[NAME]")
name_error[1] = true;
else
{
name_error[0] = name_error[1] = name_error[2] = false;
}
}
}
}
else if (pauseFlag)
{
// this line is the only reason I had to fucking update again
if (level == 0) pauseFlag = false;
}
else if (flags[COUNTUP])
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))
{
counter[1] = counter_second_ + 5;
alarm[COUNTUP] = 0;
if (counter[1] > TIME_COUNTER_MAX) counter[1] = TIME_COUNTER_MAX;
}
else if (((alarm[COUNTUP] % (FPS_TARGET/12)) == 0) && counter[0] < 5)
{
counter[0]++;
counter[1]++;
if (counter[1] > TIME_COUNTER_MAX) counter[1] = TIME_COUNTER_MAX;
}
}
// PREROUND UPDATE
else if (flags[PREROUND])
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))
alarm[PREROUND] = 0;
//alarm[PREROUND] = (alarm[PREROUND] <= CLICK_ALARM_ADVANCE) ? 0 : alarm[PREROUND] - CLICK_ALARM_ADVANCE;
}
// HIGHLIGHT
else if (flags[TARGET_HIGHLIGHT])
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))
alarm[TARGET_HIGHLIGHT] = 0;
//alarm[PREROUND] = (alarm[PREROUND] <= CLICK_ALARM_ADVANCE) ? 0 : alarm[PREROUND] - CLICK_ALARM_ADVANCE;
}
// BUFFER UPDATE
else if (flags[ROUND_BUFFER])
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))
alarm[ROUND_BUFFER] = 0;
//alarm[ROUND_BUFFER] = (alarm[ROUND_BUFFER] <= CLICK_ALARM_ADVANCE) ? 0 : alarm[ROUND_BUFFER] - CLICK_ALARM_ADVANCE;
}
// DRUMROLL UPDATE
else if (flags[DRUMROLL])
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))
alarm[DRUMROLL] = 0;
//alarm[DRUMROLL] = (alarm[DRUMROLL] <= CLICK_ALARM_ADVANCE) ? 0 : alarm[DRUMROLL] - CLICK_ALARM_ADVANCE;
}
else if (buttonStart)
{
buttonStart = false;
// initalize first level
level = FIRST_LEVEL;
// start the timer
counter[1] = INITIAL_SECONDS;
counter[2] = FPS_TARGET;
flags[LOSE_SCREEN] = false;
flags[GAME_IN_PLAY] = false;
flags[ROUND_BUFFER] = true;
alarm[ROUND_BUFFER] = AlarmDuration(ROUND_BUFFER);
}
else if (buttonReturnToMenu)
{
buttonReturnToMenu = false;
level = 0;
pauseFlag = false;
ResetGameFlags();
// for(int i = 0; i < ALARMFLAG_COUNT; i++)
// {
// alarm[i] = 0;
// flags[i] = false;
// }
allTargets.clear();
}
// MAIN UPDATE
else
{
// REGULAR GAME LOGIC #{
if (level > 0)
{
if (flags[GAME_IN_PLAY] && !mouseOutOfBounds)
{
updateTargets(allTargets, GetTime() - timeLevelStart);
tickSeconds(counter[1], counter[2], level);
if (counter[1] < 0) counter[1] = 0;
if (counter[1] == 0 && counter[2] <= 1)
{
// LOSE_TIMER game
currentSound = sound_effects[MISS_SND][rand() % sound_effects[MISS_SND].size()];
PlaySound(currentSound);
flags[GAME_IN_PLAY] = false;
flags[LOSE_TIMER] = true;
alarm[LOSE_TIMER] = AlarmDuration(LOSE_TIMER);
}
if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mPos{static_cast<float>(virtualCursorPos.x),static_cast<float>(virtualCursorPos.y)};
if (!(mPos.x > AREA_WIDTH || mPos.y > AREA_HEIGHT || mPos.x < 0 || mPos.y < 0))
{
if (hamelDistance(allTargets[0].getCenter(), mPos) < CLICK_RANGE)
{
// START HIGHLIGHT ALARM
flags[TARGET_HIGHLIGHT] = true;
// determine if we're going to tell simon to fuck himself
if (rand() % EE_FUCK_SIMON_CHANCE == 0)
{
EEbool2 = true;
EEvector2 = randomXYStrict();
}
flags[GAME_IN_PLAY] = false;
int i;
float soundDuration = 1.0f;
i = rand() % character_sounds[allTargets[0].getSpriteRect()].size();
currentSound = character_sounds[allTargets[0].getSpriteRect()][i];
/*
// GET FUCKED
if (allTargets[0].getSpriteRect() == criminalPosterRects[RECT_ONE])
{
i = rand() % character_sounds[0].size();
currentSound = character_sounds[0][i];
}
else if (allTargets[0].getSpriteRect() == criminalPosterRects[RECT_TWO])
{
i = rand() % character_sounds[1].size();
currentSound = character_sounds[1][i];
}
else if (allTargets[0].getSpriteRect() == criminalPosterRects[RECT_THREE])
{
i = rand() % character_sounds[2].size();
currentSound = character_sounds[2][i];
}
else
{
i = rand() % character_sounds[3].size();
currentSound = character_sounds[3][i];
}
*/
// ripped from GetMusicTimeLength(Music)
// line 1482 of raudio.c
soundDuration = (float)currentSound.sampleCount/(currentSound.stream.sampleRate*currentSound.stream.channels);
alarm[TARGET_HIGHLIGHT] = static_cast<int>(soundDuration * FPS_TARGET);
PlaySoundMulti(currentSound);
}
else // MISSED TARGET
{
// find the closest target and make them flash
auto iter = allTargets.begin() + 1; // don't bother checking the first one (since we already did)
auto iEnd = allTargets.end();
int leastDistance = EXCESSIVE_DISTANCE; // a number certainly larger than the dimensions of the window
int d;
// calculate square distances
for(; iter != iEnd; iter++)
{
// skip element if it's outside of the click range or isn't actually a smaller distance
if ((d = hamelDistance(iter->getCenter(), mPos.x, mPos.y)) > CLICK_RANGE || d > leastDistance) continue;
leastDistance = d;
highlightTextOrigin = iter->getCenter();
selectedTarget = *iter;
}
// if there was an invalid target in click range, deduct time and start the TARGET_MISSED alarm
if (leastDistance != EXCESSIVE_DISTANCE)
{
// remove some time
counter[1] = (counter[1] < 10) ? (counter[2] = 0) : counter[1] - 10;
currentSound = sound_effects[MISS_SND][rand() % sound_effects[MISS_SND].size()];
PlaySound(currentSound);
flags[TARGET_MISSED] = true;
alarm[TARGET_MISSED] = AlarmDuration(TARGET_MISSED);
}
}
}
}
}
else
{
// pause the game for some time, during which only the proper target is shown
// and the background is changed
// if the time has elapsed then we can move onto the next level
}
} //}#
// START MENU #{
else if (level == 0)
{
pauseFlag = false;
updateTargets(menuTargets, GetTime());
Color col = RAYWHITE;
// when the user clicks the name it brings them back to the name screen
if(HiddenButton(Rectangle{SCREEN_WIDTH/2 - 135, 50, 200, 30}))
{
strcpy(player_name_placeholder,"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0");
player_name = "";
flags[SET_NAME] = true;
}
if (virtualCursorPos < Rectangle{SCREEN_WIDTH/2 - 135, 50, 200, 30})
{
col = RED;
DrawText("CLICK to change name! (please don't abuse this)", SCREEN_WIDTH/2 - 240, 90, 20, col);
}
DrawTextCentered(player_name_placeholder, SCREEN_WIDTH/2, 50, 40, col);
// when the user clicks the poster it will play a sound effect
if(HiddenButton(Rectangle{AREA_WIDTH/2 - 128, AREA_HEIGHT/2 - 96 - 48, 256, 192}))
{
// play a random nick sound
int i = rand() % 4;
int j = rand() % character_sounds[i].size();
currentSound = character_sounds[i][j];
PlaySound(currentSound);
EEcounter1[0]++;
if (EEcounter1[0] > EE_POSTER_CLICK_COUNT)
{
EEcounter1[0] = 0;
EEcounter1[1] = EE_POSTER_DURATION * FPS_TARGET;
EEcounter1[2]++;
}
}
} // }#
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// DRAW MENU #{
if (flags[SET_NAME])
{
ClearBackground(NEARBLACK);
DrawText("Welcome to\n\"The Many Faces of Nicktober\"\nAKA \"NICK GAME!\n\n\nTo get started you need to choose a name\nthat your scores will be listed under.\n\nPlease put a name the NICKTOBER admins can Identify you by\nand one that you'll be okay with other people seeing :eyes:", 80, 100, 20, RAYWHITE);
GuiTextBoxDraw(Rectangle{140, 5*SCREEN_HEIGHT/6, 520, 80}, player_name_placeholder, 63, 10);
if (name_error[0])
DrawText("Please keep the name at 10 characters or less :cowboy:", SCREEN_WIDTH/2 - 100, 5*SCREEN_HEIGHT/6 + 100, 10, PINK);
else if (name_error[1])
DrawText("I can pretty much guarantee that's not your name :fax:", SCREEN_WIDTH/2 - 100, 5*SCREEN_HEIGHT/6 + 100, 10, PINK);
else if (name_error[2])
DrawText("Placeholder error :nduronPog:", SCREEN_WIDTH/2 - 100, 5*SCREEN_HEIGHT/6 + 100, 10, PINK);
}
else if(level == 0)
{
if(EEcounter1[1] > 0) EEcounter1[1]--;
if (EEcounter1[1] == 0 && EEcounter1[2] >= 4)
{
buttonQuit = true;
continue;
}
ClearBackground(NEARBLACK);
//DrawRectangleRec(Rectangle{150,0,SCREEN_WIDTH - 300,SCREEN_HEIGHT}, BLACK);
DrawTextureRec(atlas, posterSourceRect, Vector2{AREA_WIDTH/2 - 128, AREA_HEIGHT/2 - 96 - 48}, RAYWHITE);
int time = static_cast<int>(GetTime()) % 12;
// time ranges from 0-19, meaning time/5 ranges from 0-3 (so it's safe to use as an index key here)
DrawTextureRec(atlas, posterSourceRects[time/3], Vector2{AREA_WIDTH/2 - 128 + 80, AREA_HEIGHT/2 - 96 - 48 + 19}, RAYWHITE);
for(target t : menuTargets)
DrawTarget(t, atlas);
buttonStart = ImageButton(atlas, PLAY);
if (buttonStart)
{
// reset poster easter egg
EEcounter1[0] = EEcounter1[1] = EEcounter1[2] = 0;
}
if(EEcounter1[2] > 0 && EEcounter1[1] > 0)
{
switch(EEcounter1[2])
{
case 1:
DrawTextCentered( "please stop", Vector2{100,220}, 15, RAYWHITE);
break;
case 2:
DrawTextCentered( "i said stop please", Vector2{650,240}, 15, RAYWHITE);
break;
case 3:
DrawTextCentered( "last warning", Vector2{100, 250}, 15, RAYWHITE);
break;
case 4:
DrawTextCentered("fuck you simon", Vector2{SCREEN_WIDTH/2,350}, 50, RAYWHITE);
}
}
buttonQuit = ImageButton(atlas, QUIT);
if (drawUpdateButton && ImageButtonEx(Rectangle{SCREEN_WIDTH/2 - 154,360, 312,80}, atlas, SOURCE_RECT[UPDATE_BUTTON]))
{
OpenURL(downloadURL.c_str());
}
if(virtualCursorPos < Rectangle{SCREEN_WIDTH/2 - 120, SCREEN_HEIGHT - 85, 200 + 40, 60})
DrawText("MASTER VOLUME", SCREEN_WIDTH/2 - 90, SCREEN_HEIGHT - 105, 20, BLUE);
SliderBarCenter(Vector2{SCREEN_WIDTH/2, SCREEN_HEIGHT - 55}, 200, &volumePercent);
}/*}#*/
// DRAW GAME #{
else if (level > 0)
{
// PAUSE DRAW
if (pauseFlag) // DRAW PAUSE MENU
{
ClearBackground(NEARBLACK);
DrawTextCentered("PAUSED", AREA_WIDTH/2, AREA_HEIGHT/2, 30, RAYWHITE);
if (ImageButton(atlas, PAUSE))
pauseFlag = false;
if (ImageButtonEx(RECT_BUTTON[PAUSE_QUIT], atlas, SOURCE_RECT[QUIT]))
{
UpdateScores(scores, make_pair(player_name, level - 1));
pauseFlag = false;
// reset any game state flags and alarms
ResetGameFlags();
counter[1] = counter[2] = 0;
currentSound = sound_effects[LOSE_SND][rand() % sound_effects[LOSE_SND].size()];
PlaySound(currentSound);
flags[LOSE_SCREEN] = true;
allTargets.clear();
}
if(virtualCursorPos < Rectangle{SCREEN_WIDTH/2 - 120, SCREEN_HEIGHT - 85, 200 + 40, 60})
DrawText("MASTER VOLUME", SCREEN_WIDTH/2 - 90, SCREEN_HEIGHT - 105, 20, BLUE);
SliderBarCenter(Vector2{SCREEN_WIDTH/2, SCREEN_HEIGHT - 55}, 200, &volumePercent);
}
// LOSE DRAW
else if (flags[LOSE_SCREEN])
{
ClearBackground(NEARBLACK);
score_pair myScore = make_pair(player_name, (level > 0) ? level - 1 : 0);
// HIGH SCORE text
DrawTextureRec(atlas, SOURCE_RECT[BIGSCORE], Vector2{AREA_WIDTH/2 - 133, 30}, WHITE);
// display scores
auto iter = scores.begin(), iEnd = scores.end();
short scoreCounter = 0;
score_pair lowestHighScore;
bool myScoreIsInTheTopFiveFuckYes = false;
while(iter != iEnd && scoreCounter < 5)
{
// use nicktober filter as needed
if (nicktoberNamesOnly && not_in(nicktober_names, iter->first) )
{
iter++;
continue;
}
Color col;
if (scoreCounter == 0) col = GOLD;
else if (scoreCounter == 1) col = SILVER; // SILVER
else if (scoreCounter == 2) col = BRONZE; // BRONZE
else col = LIGHTGRAY;
//float sc = static_cast<float>(scoreCounter);
// draw stars & the times symbol
DrawTextureRec(atlas, SOURCE_RECT[STAR], Vector2{AREA_WIDTH/2 - 75, (float)((2*scoreCounter + 3)*(SCREEN_HEIGHT - 228)/18 + 15)}, WHITE);
DrawTextureRec(atlas, SOURCE_RECT[TIMES], Vector2{AREA_WIDTH/2 - 45, (float)((2*scoreCounter + 3)*(SCREEN_HEIGHT - 228)/18 + 15)}, WHITE);
// draw player's name
DrawText((std::to_string(scoreCounter + 1) + ".").c_str(), 10, (2*scoreCounter + 3)*(SCREEN_HEIGHT - 228)/18 + 15, 35, col);
DrawText(iter->first.c_str(), 40, (2*scoreCounter + 3)*(SCREEN_HEIGHT - 228)/18 + 15, 35, col);
// draw the scores using DrawNumberAt
DrawNumberAtLeftJustified(atlas, iter->second, Vector2{AREA_WIDTH/2, (float)((2*scoreCounter + 3)*(SCREEN_HEIGHT - 228)/18)});
// when it's "your" score it renders a special icon on the right
if (myScore.first == iter->first)
{
myScoreIsInTheTopFiveFuckYes = true;
float xOff = 20.0f;
if (iter->second > 999) xOff += 30;
if (iter->second > 99) xOff += 30;
if (iter->second > 9) xOff += 30;
DrawTextureRec(atlas, SOURCE_RECT[POG_MINI], Vector2{AREA_WIDTH/2 + xOff, (float)((2*scoreCounter + 3)*(SCREEN_HEIGHT - 228)/18 + 15)}, WHITE);
}
lowestHighScore = *iter;
scoreCounter++;
iter++;
}
iter = scores.begin();
score_pair myBestScore;
bool _q = false;
int myLeaderboardPosition = 0;
while(iter != iEnd && !_q)
{
myLeaderboardPosition++;
if (iter->first == myScore.first)
{
_q = true;
myBestScore = *iter;
}
iter++;
}
if (!_q) myBestScore = myScore;
// if the score the player attained this round is not a top 5 draw it below the table including it's position on the LB
if (myScore.second < lowestHighScore.second && !myScoreIsInTheTopFiveFuckYes)
{
// draw stars & the times symbol (FOR BEST ROUND)
DrawTextureRec(atlas, SOURCE_RECT[STAR], Vector2{AREA_WIDTH/2 - 75, 14*(SCREEN_HEIGHT - 228)/18 + 15}, WHITE);
DrawTextureRec(atlas, SOURCE_RECT[TIMES], Vector2{AREA_WIDTH/2 - 45, 14*(SCREEN_HEIGHT - 228)/18 + 15}, WHITE);
// draw the scores using DrawNumberAt (FOR BEST ROUND)
DrawNumberAtLeftJustified(atlas, myBestScore.second, Vector2{AREA_WIDTH/2, 14*(SCREEN_HEIGHT - 228)/18});
// BEST ROUND label
DrawText("BEST ROUND", 550, 14*(SCREEN_HEIGHT - 228)/18 + 20, 20, LIGHTGRAY);
}
int _xOff = (myLeaderboardPosition > 20) ? 20 : ((myLeaderboardPosition > 11) ? 15 : 0);
int _yOff = (myScoreIsInTheTopFiveFuckYes) ? 2 : 0;
// draw your name
DrawText((std::to_string(myLeaderboardPosition) + ".").c_str(), 10, (14 + _yOff)*(SCREEN_HEIGHT - 228)/18 + 15, 35, LIGHTGRAY);
DrawText(myScore.first.c_str(), 40 + _xOff, (14 + _yOff)*(SCREEN_HEIGHT - 228)/18 + 15, 35, LIGHTGRAY);
// draw stars & the times symbol (for THIS ROUND)
DrawTextureRec(atlas, SOURCE_RECT[STAR], Vector2{AREA_WIDTH/2 - 75, 16*(SCREEN_HEIGHT - 228)/18 + 15}, WHITE);
DrawTextureRec(atlas, SOURCE_RECT[TIMES], Vector2{AREA_WIDTH/2 - 45, 16*(SCREEN_HEIGHT - 228)/18 + 15}, WHITE);
// draw the scores using DrawNumberAt (for THIS ROUND)
DrawNumberAtLeftJustified(atlas, myScore.second, Vector2{AREA_WIDTH/2, 16*(SCREEN_HEIGHT - 228)/18});
// THIS ROUND label;
DrawText("THIS ROUND", 550, 16*(SCREEN_HEIGHT - 228)/18 + 20, 20, LIGHTGRAY);
buttonStart = ImageButtonEx(Rectangle{SCREEN_WIDTH/2 - 128, SCREEN_HEIGHT - 76*3, 256, 76}, atlas, SOURCE_RECT[PLAY_AGAIN]);
buttonReturnToMenu = ImageButtonEx(Rectangle{SCREEN_WIDTH/2 - 128, SCREEN_HEIGHT - 76*2, 256, 76}, atlas, SOURCE_RECT[QUIT]);
// show full leaderboard button
Color _col = RAYWHITE;
if (virtualCursorPos < Rectangle{SCREEN_WIDTH/2 - 200, SCREEN_HEIGHT - 50, 400, 40}) _col = SKYBLUE;
DrawTextEx(gameboyFont, "SEE FULL LEADERBOARD", Vector2{SCREEN_WIDTH/2 - 200, SCREEN_HEIGHT - 50}, 25, 1.0, _col);
if (HiddenButton(Rectangle{SCREEN_WIDTH/2 - 200, SCREEN_HEIGHT - 50, 400, 40}))
OpenURL("http://hamel111.myweb.cs.uwindsor.ca/sm64games/wanted/leaderboard.php");
// flavor text
if (nicktoberNamesOnly && virtualCursorPos < Rectangle{0,0,100,100})
DrawText("SHOW ALL SCORES", 105, 80, 12, RAYWHITE);
else if (!nicktoberNamesOnly && virtualCursorPos < Rectangle{0,0,100,100})
DrawText("SHOW NICKTOBER SCORES", 105, 80, 12, RAYWHITE);
// toggle nicktober button
if (nicktoberNamesOnly && ImageButtonEx(Rectangle{0,0,100,100}, atlas, SOURCE_RECT[OGNICK]))
nicktoberNamesOnly = false;
else if (!nicktoberNamesOnly && ImageButtonEx(Rectangle{0,0,100,100}, atlas, criminalPosterRects[2]))
nicktoberNamesOnly = true;
}
// PREROUND DRAW
else if (flags[PREROUND])
{
ClearBackground(NEARBLACK);
Rectangle r;
if (level % 2 == 0)
{
r = posterSourceRects[0];