raysan5
4 years ago
14 changed files with 1692 additions and 2 deletions
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Copyright (c) 2021 Ramon Santamaria (@raysan5) |
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This software is provided "as-is", without any express or implied warranty. In no event |
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will the authors be held liable for any damages arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, including commercial |
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applications, and to alter it and redistribute it freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not claim that you |
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wrote the original software. If you use this software in a product, an acknowledgment |
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in the product documentation would be appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be misrepresented |
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as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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# raylib-game-template |
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A small template to start your raylib game |
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## $(Game Title) |
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![$(Game Title)](screenshots/screenshot000.png "$(Game Title)") |
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### Description |
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$(Your Game Description) |
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### Features |
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- $(Game Feature 01) |
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- $(Game Feature 02) |
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- $(Game Feature 03) |
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### Controls |
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Keyboard: |
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- $(Game Control 01) |
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- $(Game Control 02) |
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- $(Game Control 03) |
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### License |
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This game sources are licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details. |
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*Copyright (c) 2014-2021 Ramon Santamaria ([@raysan5](https://twitter.com/raysan5))* |
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#**************************************************************************************************
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#
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# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
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#
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# Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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.PHONY: all clean |
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# Define required raylib variables
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PROJECT_NAME ?= advance_game
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RAYLIB_VERSION ?= 3.8.0
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RAYLIB_PATH ?= ../..
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# Define default options
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# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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PLATFORM ?= PLATFORM_DESKTOP
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# Locations of your newly installed library and associated headers. See ../src/Makefile
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# On Linux, if you have installed raylib but cannot compile the examples, check that
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# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
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# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
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# To enable compile-time linking to a special version of libraylib.so, change these variables here.
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# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
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# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
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# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
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# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
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DESTDIR ?= /usr/local
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RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
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# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
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RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
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# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
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RAYLIB_LIBTYPE ?= STATIC
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# Build mode for project: DEBUG or RELEASE
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BUILD_MODE ?= RELEASE
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# Use external GLFW library instead of rglfw module
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# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
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USE_EXTERNAL_GLFW ?= FALSE
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# Use Wayland display server protocol on Linux desktop
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# by default it uses X11 windowing system
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USE_WAYLAND_DISPLAY ?= FALSE
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# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
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# ifeq ($(UNAME),Msys) -> Windows
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ifeq ($(OS),Windows_NT)
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PLATFORM_OS=WINDOWS
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else
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UNAMEOS=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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endif
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ifeq ($(UNAMEOS),FreeBSD)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),OpenBSD)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),NetBSD)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),DragonFly)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),Darwin)
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PLATFORM_OS=OSX
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endif
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_RPI) |
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UNAMEOS=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_DRM) |
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UNAMEOS=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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endif
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endif |
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# RAYLIB_PATH adjustment for different platforms.
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# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
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# Required for ldconfig or other tools that do not perform path expansion.
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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ifeq ($(PLATFORM_OS),LINUX)
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RAYLIB_PREFIX ?= ..
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RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
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endif
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endif |
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# Default path for raylib on Raspberry Pi, if installed in different path, update it!
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# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
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# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
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ifeq ($(PLATFORM),PLATFORM_RPI) |
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RAYLIB_PATH ?= /home/pi/raylib
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endif |
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ifeq ($(PLATFORM),PLATFORM_DRM) |
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RAYLIB_PATH ?= /home/pi/raylib
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endif |
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ifeq ($(PLATFORM),PLATFORM_WEB) |
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# Emscripten required variables
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EMSDK_PATH ?= C:/emsdk
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EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
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CLANG_PATH = $(EMSDK_PATH)/upstream/bin
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PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
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NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
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export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
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endif |
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# Define raylib release directory for compiled library.
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# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
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RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
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# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
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# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
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# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
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# without formal installation from ../src/Makefile. It aids portability and is useful if you have
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# multiple versions of raylib, have raylib installed to a non-standard location, or want to
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# bundle libraylib.so with your game. Change it to your liking.
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# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
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# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
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# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
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# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
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# To see which libraries a built example is linking to, ldd core/core_basic_window;
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# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
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EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
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# Define default C compiler: gcc
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# NOTE: define g++ compiler if using C++
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CC = gcc
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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ifeq ($(PLATFORM_OS),OSX)
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# OSX default compiler
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CC = clang
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endif
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ifeq ($(PLATFORM_OS),BSD)
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# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
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CC = clang
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_RPI) |
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ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
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# Define RPI cross-compiler
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#CC = armv6j-hardfloat-linux-gnueabi-gcc
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CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_WEB) |
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# HTML5 emscripten compiler
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# WARNING: To compile to HTML5, code must be redesigned
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# to use emscripten.h and emscripten_set_main_loop()
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CC = emcc
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endif |
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# Define default make program
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MAKE = make
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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ifeq ($(PLATFORM_OS),WINDOWS)
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MAKE = mingw32-make
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_ANDROID) |
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MAKE = mingw32-make
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endif |
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# Define compiler flags:
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# -O1 defines optimization level
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# -g include debug information on compilation
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# -s strip unnecessary data from build
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# -Wall turns on most, but not all, compiler warnings
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# -std=c99 defines C language mode (standard C from 1999 revision)
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# -std=gnu99 defines C language mode (GNU C from 1999 revision)
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# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
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# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
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CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
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ifeq ($(BUILD_MODE),DEBUG) |
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CFLAGS += -g
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ifeq ($(PLATFORM),PLATFORM_WEB)
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CFLAGS += -s ASSERTIONS=1 --profiling
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endif
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else |
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ifeq ($(PLATFORM),PLATFORM_WEB)
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CFLAGS += -Os
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else
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CFLAGS += -s -O1
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endif
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endif |
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# Additional flags for compiler (if desired)
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#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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ifeq ($(PLATFORM_OS),LINUX)
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ifeq ($(RAYLIB_LIBTYPE),STATIC)
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CFLAGS += -D_DEFAULT_SOURCE
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endif
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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# Explicitly enable runtime link to libraylib.so
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CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
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endif
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_RPI) |
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CFLAGS += -std=gnu99
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endif |
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ifeq ($(PLATFORM),PLATFORM_DRM) |
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CFLAGS += -std=gnu99 -DEGL_NO_X11
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endif |
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ifeq ($(PLATFORM),PLATFORM_WEB) |
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# -Os # size optimization
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# -O2 # optimization level 2, if used, also set --memory-init-file 0
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# -s USE_GLFW=3 # Use glfw3 library (context/input management)
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# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
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# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
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# -s USE_PTHREADS=1 # multithreading support
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# -s WASM=0 # disable Web Assembly, emitted by default
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# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
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# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
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# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
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# --profiling # include information for code profiling
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# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
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# --preload-file resources # specify a resources folder for data compilation
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# --source-map-base # allow debugging in browser with source map
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CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file resources
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# Define a custom shell .html and output extension
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CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
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EXT = .html
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endif |
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# Define include paths for required headers
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# NOTE: Several external required libraries (stb and others)
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
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# Define additional directories containing required header files
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ifeq ($(PLATFORM),PLATFORM_RPI) |
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# RPI required libraries
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INCLUDE_PATHS += -I/opt/vc/include
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INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
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INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
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endif |
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ifeq ($(PLATFORM),PLATFORM_DRM) |
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# DRM required libraries
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INCLUDE_PATHS += -I/usr/include/libdrm
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endif |
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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ifeq ($(PLATFORM_OS),BSD)
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# Consider -L$(RAYLIB_H_INSTALL_PATH)
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INCLUDE_PATHS += -I/usr/local/include
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
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endif
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endif |
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# Define library paths containing required libs.
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LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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ifeq ($(PLATFORM_OS),WINDOWS)
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# resource file contains windows executable icon and properties
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LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
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# -Wl,--subsystem,windows hides the console window
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ifeq ($(BUILD_MODE), RELEASE)
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LDFLAGS += -Wl,--subsystem,windows
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endif
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endif
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ifeq ($(PLATFORM_OS),BSD)
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# Consider -L$(RAYLIB_INSTALL_PATH)
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LDFLAGS += -L. -Lsrc -L/usr/local/lib
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# Reset everything.
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# Precedence: immediately local, installed version, raysan5 provided libs
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LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_RPI) |
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LDFLAGS += -L/opt/vc/lib
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endif |
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# Define any libraries required on linking
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# if you want to link libraries (libname.so or libname.a), use the -lname
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ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
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ifeq ($(PLATFORM_OS),WINDOWS)
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# Libraries for Windows desktop compilation
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# NOTE: WinMM library required to set high-res timer resolution
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LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
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# Required for physac examples
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LDLIBS += -static -lpthread
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# Libraries for Debian GNU/Linux desktop compiling
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# NOTE: Required packages: libegl1-mesa-dev
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LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
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# On X11 requires also below libraries
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LDLIBS += -lX11
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# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
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#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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# On Wayland windowing system, additional libraries requires
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ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
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LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
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endif
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# Explicit link to libc
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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LDLIBS += -lc
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endif
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endif
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ifeq ($(PLATFORM_OS),OSX)
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# Libraries for OSX 10.9 desktop compiling
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# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
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LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
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endif
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ifeq ($(PLATFORM_OS),BSD)
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# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
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# NOTE: Required packages: mesa-libs
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LDLIBS = -lraylib -lGL -lpthread -lm
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# On XWindow requires also below libraries
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LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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endif
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ifeq ($(USE_EXTERNAL_GLFW),TRUE)
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# NOTE: It could require additional packages installed: libglfw3-dev
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LDLIBS += -lglfw
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endif
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endif |
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ifeq ($(PLATFORM),PLATFORM_RPI) |
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# Libraries for Raspberry Pi compiling
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# NOTE: Required packages: libasound2-dev (ALSA)
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LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
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endif |
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ifeq ($(PLATFORM),PLATFORM_DRM) |
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# Libraries for DRM compiling
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# NOTE: Required packages: libasound2-dev (ALSA)
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LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
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endif |
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ifeq ($(PLATFORM),PLATFORM_WEB) |
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# Libraries for web (HTML5) compiling
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LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
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endif |
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# Define all source files required
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PROJECT_SOURCE_FILES ?= \
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advance_game.c \
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screen_logo.c \
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screen_title.c \
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screen_options.c \
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screen_gameplay.c \
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screen_ending.c
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# Define all object files from source files
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OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
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# For Android platform we call a custom Makefile.Android
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ifeq ($(PLATFORM),PLATFORM_ANDROID) |
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export PROJECT_SOURCE_FILES
|
||||
else |
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif |
||||
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all: |
||||
$(MAKE) $(MAKEFILE_PARAMS)
|
||||
|
||||
# Project target defined by PROJECT_NAME
|
||||
$(PROJECT_NAME): $(OBJS) |
||||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
|
||||
%.o: %.c |
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
|
||||
|
||||
# Clean everything
|
||||
clean: |
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) |
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
endif |
||||
ifeq ($(PLATFORM),PLATFORM_RPI) |
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif |
||||
ifeq ($(PLATFORM),PLATFORM_DRM) |
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif |
||||
ifeq ($(PLATFORM),PLATFORM_WEB) |
||||
del *.o *.html *.js
|
||||
endif |
||||
@echo Cleaning done
|
||||
|
@ -0,0 +1,319 @@
@@ -0,0 +1,319 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define required raylib variables
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
|
||||
# Starting in 2019 using ARM64 is mandatory for published apps,
|
||||
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
|
||||
ANDROID_ARCH ?= ARM64
|
||||
ANDROID_API_VERSION = 29
|
||||
|
||||
ifeq ($(ANDROID_ARCH),ARM) |
||||
ANDROID_ARCH_NAME = armeabi-v7a
|
||||
endif |
||||
ifeq ($(ANDROID_ARCH),ARM64) |
||||
ANDROID_ARCH_NAME = arm64-v8a
|
||||
endif |
||||
ifeq ($(ANDROID_ARCH),x86) |
||||
ANDROID_ARCH_NAME = i686
|
||||
endif |
||||
ifeq ($(ANDROID_ARCH),x86_64) |
||||
ANDROID_ARCH_NAME = x86_64
|
||||
endif |
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
|
||||
JAVA_HOME ?= C:/open-jdk
|
||||
ANDROID_HOME ?= C:/android-sdk
|
||||
ANDROID_NDK ?= C:/android-ndk
|
||||
ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
|
||||
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_ID ?= android
|
||||
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= simple_game.c
|
||||
NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
|
||||
# Library path for libraylib.a/libraylib.so
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
|
||||
|
||||
# Shared libs must be added to APK if required
|
||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED) |
||||
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
|
||||
endif |
||||
|
||||
# Compiler and archiver
|
||||
ifeq ($(ANDROID_ARCH),ARM) |
||||
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
endif |
||||
ifeq ($(ANDROID_ARCH),ARM64) |
||||
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
|
||||
endif |
||||
ifeq ($(ANDROID_ARCH),x86) |
||||
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
|
||||
endif |
||||
ifeq ($(ANDROID_ARCH),x86_64) |
||||
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
|
||||
endif |
||||
|
||||
# Compiler flags for arquitecture
|
||||
ifeq ($(ANDROID_ARCH),ARM) |
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif |
||||
ifeq ($(ANDROID_ARCH),ARM64) |
||||
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
|
||||
endif |
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||
# Force linking of library module to define symbol
|
||||
LDFLAGS += -u ANativeActivity_onCreate
|
||||
# Library paths containing required libs
|
||||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
zipalign_project_apk_package \
|
||||
sign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs: |
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
|
||||
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
|
||||
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
|
||||
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
|
||||
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
|
||||
|
||||
define create_dir |
||||
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
|
||||
endef |
||||
|
||||
# Copy required shared libs for integration into APK
|
||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||
copy_project_required_libs: |
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED) |
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
|
||||
endif |
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC) |
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
|
||||
endif |
||||
|
||||
# Copy project required resources: strings.xml, icon.png, assets
|
||||
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
|
||||
# TODO: Review xcopy usage, it can not be found in some systems!
|
||||
copy_project_resources: |
||||
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
|
||||
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
|
||||
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
|
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||
|
||||
# Generate NativeLoader.java to load required shared libraries
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_loader_script: |
||||
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED) |
||||
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif |
||||
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Generate AndroidManifest.xml with all the required options
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_android_manifest: |
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore: |
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
config_project_package: |
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue: |
||||
$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
compile_project_code: $(OBJS) |
||||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c |
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class: |
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex: |
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package: |
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package: |
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package: |
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install: |
||||
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
|
||||
|
||||
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
|
||||
check_device_abi: |
||||
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat: |
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy: |
||||
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean: |
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
@echo Cleaning done
|
@ -0,0 +1,294 @@
@@ -0,0 +1,294 @@
|
||||
/*******************************************************************************************
|
||||
* |
||||
* raylib - Advance 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) |
||||
* |
||||
* Copyright (c) 2014-2021 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 (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib template - advance game"); |
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice(); |
||||
|
||||
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(); |
||||
//----------------------------------------------------------------------------------
|
||||
} |
Binary file not shown.
Binary file not shown.
After Width: | Height: | Size: 2.3 KiB |
@ -0,0 +1,79 @@
@@ -0,0 +1,79 @@
|
||||
/**********************************************************************************************
|
||||
* |
||||
* raylib - Advance Game template |
||||
* |
||||
* Ending Screen Functions Definitions (Init, Update, Draw, Unload) |
||||
* |
||||
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) |
||||
* |
||||
* 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" |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Variables Definition (local)
|
||||
//----------------------------------------------------------------------------------
|
||||
static int framesCounter = 0; |
||||
static int finishScreen = 0; |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Ending Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Ending Screen Initialization logic
|
||||
void InitEndingScreen(void) |
||||
{ |
||||
// TODO: Initialize ENDING screen variables here!
|
||||
framesCounter = 0; |
||||
finishScreen = 0; |
||||
} |
||||
|
||||
// Ending Screen Update logic
|
||||
void UpdateEndingScreen(void) |
||||
{ |
||||
// TODO: Update ENDING screen variables here!
|
||||
|
||||
// Press enter or tap to return to TITLE screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) |
||||
{ |
||||
finishScreen = 1; |
||||
PlaySound(fxCoin); |
||||
} |
||||
} |
||||
|
||||
// Ending Screen Draw logic
|
||||
void DrawEndingScreen(void) |
||||
{ |
||||
// TODO: Draw ENDING screen here!
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); |
||||
DrawTextEx(font, "ENDING SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, DARKBLUE); |
||||
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE); |
||||
} |
||||
|
||||
// Ending Screen Unload logic
|
||||
void UnloadEndingScreen(void) |
||||
{ |
||||
// TODO: Unload ENDING screen variables here!
|
||||
} |
||||
|
||||
// Ending Screen should finish?
|
||||
int FinishEndingScreen(void) |
||||
{ |
||||
return finishScreen; |
||||
} |
@ -0,0 +1,79 @@
@@ -0,0 +1,79 @@
|
||||
/**********************************************************************************************
|
||||
* |
||||
* raylib - Advance Game template |
||||
* |
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) |
||||
* |
||||
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) |
||||
* |
||||
* 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" |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Variables Definition (local)
|
||||
//----------------------------------------------------------------------------------
|
||||
static int framesCounter = 0; |
||||
static int finishScreen = 0; |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Gameplay Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Gameplay Screen Initialization logic
|
||||
void InitGameplayScreen(void) |
||||
{ |
||||
// TODO: Initialize GAMEPLAY screen variables here!
|
||||
framesCounter = 0; |
||||
finishScreen = 0; |
||||
} |
||||
|
||||
// Gameplay Screen Update logic
|
||||
void UpdateGameplayScreen(void) |
||||
{ |
||||
// TODO: Update GAMEPLAY screen variables here!
|
||||
|
||||
// Press enter or tap to change to ENDING screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) |
||||
{ |
||||
finishScreen = 1; |
||||
PlaySound(fxCoin); |
||||
} |
||||
} |
||||
|
||||
// Gameplay Screen Draw logic
|
||||
void DrawGameplayScreen(void) |
||||
{ |
||||
// TODO: Draw GAMEPLAY screen here!
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE); |
||||
DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON); |
||||
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON); |
||||
} |
||||
|
||||
// Gameplay Screen Unload logic
|
||||
void UnloadGameplayScreen(void) |
||||
{ |
||||
// TODO: Unload GAMEPLAY screen variables here!
|
||||
} |
||||
|
||||
// Gameplay Screen should finish?
|
||||
int FinishGameplayScreen(void) |
||||
{ |
||||
return finishScreen; |
||||
} |
@ -0,0 +1,202 @@
@@ -0,0 +1,202 @@
|
||||
/**********************************************************************************************
|
||||
* |
||||
* raylib - Advance Game template |
||||
* |
||||
* Logo Screen Functions Definitions (Init, Update, Draw, Unload) |
||||
* |
||||
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) |
||||
* |
||||
* 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" |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Variables Definition (local)
|
||||
//----------------------------------------------------------------------------------
|
||||
static int framesCounter = 0; |
||||
static int finishScreen = 0; |
||||
|
||||
static int logoPositionX = 0; |
||||
static int logoPositionY = 0; |
||||
|
||||
static int lettersCount = 0; |
||||
|
||||
static int topSideRecWidth = 0; |
||||
static int leftSideRecHeight = 0; |
||||
|
||||
static int bottomSideRecWidth = 0; |
||||
static int rightSideRecHeight = 0; |
||||
|
||||
static char raylib[8] = { 0 }; // 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 InitLogoScreen(void) |
||||
{ |
||||
// Initialize LOGO screen variables here!
|
||||
finishScreen = 0; |
||||
framesCounter = 0; |
||||
lettersCount = 0; |
||||
|
||||
logoPositionX = GetScreenWidth()/2 - 128; |
||||
logoPositionY = GetScreenHeight()/2 - 128; |
||||
|
||||
for (int i = 0; i < 8; i++) raylib[i] = '\0'; |
||||
|
||||
state = 0; |
||||
alpha = 1.0f; |
||||
} |
||||
|
||||
// Logo Screen Update logic
|
||||
void UpdateLogoScreen(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 DrawLogoScreen(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 UnloadLogoScreen(void) |
||||
{ |
||||
// Unload LOGO screen variables here!
|
||||
} |
||||
|
||||
// Logo Screen should finish?
|
||||
int FinishLogoScreen(void) |
||||
{ |
||||
return finishScreen; |
||||
} |
@ -0,0 +1,69 @@
@@ -0,0 +1,69 @@
|
||||
/**********************************************************************************************
|
||||
* |
||||
* raylib - Advance Game template |
||||
* |
||||
* Options Screen Functions Definitions (Init, Update, Draw, Unload) |
||||
* |
||||
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) |
||||
* |
||||
* 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" |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Variables Definition (local)
|
||||
//----------------------------------------------------------------------------------
|
||||
static int framesCounter = 0; |
||||
static int finishScreen = 0; |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Options Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Options Screen Initialization logic
|
||||
void InitOptionsScreen(void) |
||||
{ |
||||
// TODO: Initialize OPTIONS screen variables here!
|
||||
framesCounter = 0; |
||||
finishScreen = 0; |
||||
} |
||||
|
||||
// Options Screen Update logic
|
||||
void UpdateOptionsScreen(void) |
||||
{ |
||||
// TODO: Update OPTIONS screen variables here!
|
||||
} |
||||
|
||||
// Options Screen Draw logic
|
||||
void DrawOptionsScreen(void) |
||||
{ |
||||
// TODO: Draw OPTIONS screen here!
|
||||
} |
||||
|
||||
// Options Screen Unload logic
|
||||
void UnloadOptionsScreen(void) |
||||
{ |
||||
// TODO: Unload OPTIONS screen variables here!
|
||||
} |
||||
|
||||
// Options Screen should finish?
|
||||
int FinishOptionsScreen(void) |
||||
{ |
||||
return finishScreen; |
||||
} |
@ -0,0 +1,80 @@
@@ -0,0 +1,80 @@
|
||||
/**********************************************************************************************
|
||||
* |
||||
* raylib - Advance Game template |
||||
* |
||||
* Title Screen Functions Definitions (Init, Update, Draw, Unload) |
||||
* |
||||
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) |
||||
* |
||||
* 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" |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Variables Definition (local)
|
||||
//----------------------------------------------------------------------------------
|
||||
static int framesCounter = 0; |
||||
static int finishScreen = 0; |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Title Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Title Screen Initialization logic
|
||||
void InitTitleScreen(void) |
||||
{ |
||||
// TODO: Initialize TITLE screen variables here!
|
||||
framesCounter = 0; |
||||
finishScreen = 0; |
||||
} |
||||
|
||||
// Title Screen Update logic
|
||||
void UpdateTitleScreen(void) |
||||
{ |
||||
// TODO: Update TITLE screen variables here!
|
||||
|
||||
// Press enter or tap to change to GAMEPLAY screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) |
||||
{ |
||||
//finishScreen = 1; // OPTIONS
|
||||
finishScreen = 2; // GAMEPLAY
|
||||
PlaySound(fxCoin); |
||||
} |
||||
} |
||||
|
||||
// Title Screen Draw logic
|
||||
void DrawTitleScreen(void) |
||||
{ |
||||
// TODO: Draw TITLE screen here!
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN); |
||||
DrawTextEx(font, "TITLE SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, DARKGREEN); |
||||
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN); |
||||
} |
||||
|
||||
// Title Screen Unload logic
|
||||
void UnloadTitleScreen(void) |
||||
{ |
||||
// TODO: Unload TITLE screen variables here!
|
||||
} |
||||
|
||||
// Title Screen should finish?
|
||||
int FinishTitleScreen(void) |
||||
{ |
||||
return finishScreen; |
||||
} |
@ -0,0 +1,95 @@
@@ -0,0 +1,95 @@
|
||||
/**********************************************************************************************
|
||||
* |
||||
* raylib - Advance Game template |
||||
* |
||||
* Screens Functions Declarations (Init, Update, Draw, Unload) |
||||
* |
||||
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5) |
||||
* |
||||
* 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 |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen; |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Declaration (shared by several modules)
|
||||
//----------------------------------------------------------------------------------
|
||||
extern GameScreen currentScreen; |
||||
extern Font font; |
||||
extern Music music; |
||||
extern Sound fxCoin; |
||||
|
||||
#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); |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Title Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitTitleScreen(void); |
||||
void UpdateTitleScreen(void); |
||||
void DrawTitleScreen(void); |
||||
void UnloadTitleScreen(void); |
||||
int FinishTitleScreen(void); |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Options Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitOptionsScreen(void); |
||||
void UpdateOptionsScreen(void); |
||||
void DrawOptionsScreen(void); |
||||
void UnloadOptionsScreen(void); |
||||
int FinishOptionsScreen(void); |
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Gameplay Screen Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitGameplayScreen(void); |
||||
void UpdateGameplayScreen(void); |
||||
void DrawGameplayScreen(void); |
||||
void UnloadGameplayScreen(void); |
||||
int FinishGameplayScreen(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
|
Loading…
Reference in new issue