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/*******************************************************************************************
*
4 years ago
* raylib Game Template
*
* <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)
*
4 years ago
* Copyright (c) 2021 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "screens.h" // NOTE: Declares global (extern) variables and screens functions
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Shared Variables Definition (global)
//----------------------------------------------------------------------------------
GameScreen currentScreen = 0;
Font font = { 0 };
Music music = { 0 };
Sound fxCoin = { 0 };
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
// Required variables to manage screen transitions (fade-in, fade-out)
static float transAlpha = 0.0f;
static bool onTransition = false;
static bool transFadeOut = false;
static int transFromScreen = -1;
static int transToScreen = -1;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
static void ChangeToScreen(int screen); // Change to screen, no transition effect
static void TransitionToScreen(int screen); // Request transition to next screen
static void UpdateTransition(void); // Update transition effect
static void DrawTransition(void); // Draw transition effect (full-screen rectangle)
static void UpdateDrawFrame(void); // Update and draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
4 years ago
InitWindow(screenWidth, screenHeight, "raylib game template");
InitAudioDevice(); // Initialize audio device
// Load global data (assets that must be available in all screens, i.e. font)
font = LoadFont("resources/mecha.png");
music = LoadMusicStream("resources/ambient.ogg");
fxCoin = LoadSound("resources/coin.wav");
SetMusicVolume(music, 1.0f);
PlayMusicStream(music);
// Setup and init first screen
currentScreen = LOGO;
InitLogoScreen();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 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 current screen data before closing
switch (currentScreen)
{
case LOGO: UnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
// Unload all global loaded data (i.e. fonts) here!
UnloadFont(font);
UnloadMusicStream(music);
UnloadSound(fxCoin);
CloseAudioDevice(); // Close audio context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Change to next screen, no transition
static void ChangeToScreen(int screen)
{
// Unload current screen
switch (currentScreen)
{
case LOGO: UnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
// Init next screen
switch (screen)
{
case LOGO: InitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case GAMEPLAY: InitGameplayScreen(); break;
case ENDING: InitEndingScreen(); break;
default: break;
}
currentScreen = screen;
}
// Request transition to next screen
static void TransitionToScreen(int screen)
{
onTransition = true;
transFadeOut = false;
transFromScreen = currentScreen;
transToScreen = screen;
transAlpha = 0.0f;
}
// Update transition effect
static void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.05f;
// NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
// For that reason we compare against 1.01f, to avoid last frame loading stop
if (transAlpha > 1.01f)
{
transAlpha = 1.0f;
// Unload current screen
switch (transFromScreen)
{
case LOGO: UnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case OPTIONS: UnloadOptionsScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
// Load next screen
switch (transToScreen)
{
case LOGO: InitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case GAMEPLAY: InitGameplayScreen(); break;
case ENDING: InitEndingScreen(); break;
default: break;
}
currentScreen = transToScreen;
// Activate fade out effect to next loaded screen
transFadeOut = true;
}
}
else // Transition fade out logic
{
transAlpha -= 0.02f;
if (transAlpha < -0.01f)
{
transAlpha = 0.0f;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
transToScreen = -1;
}
}
}
// Draw transition effect (full-screen rectangle)
static void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
}
// Update and draw game frame
static void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // NOTE: Music keeps playing between screens
if (!onTransition)
{
switch(currentScreen)
{
case LOGO:
{
UpdateLogoScreen();
if (FinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
} break;
case OPTIONS:
{
UpdateOptionsScreen();
if (FinishOptionsScreen()) TransitionToScreen(TITLE);
} break;
case GAMEPLAY:
{
UpdateGameplayScreen();
if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
//else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
} break;
case ENDING:
{
UpdateEndingScreen();
if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
} break;
default: break;
}
}
else UpdateTransition(); // Update transition (fade-in, fade-out)
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO: DrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case OPTIONS: DrawOptionsScreen(); break;
case GAMEPLAY: DrawGameplayScreen(); break;
case ENDING: DrawEndingScreen(); break;
default: break;
}
// Draw full screen rectangle in front of everything
if (onTransition) DrawTransition();
//DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}