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79 lines
2.7 KiB
79 lines
2.7 KiB
/********************************************************************************************** |
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* |
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* raylib - Advance Game template |
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* |
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* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) |
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* |
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* Copyright (c) 2014-2021 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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#include "raylib.h" |
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#include "screens.h" |
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//---------------------------------------------------------------------------------- |
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// Module Variables Definition (local) |
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//---------------------------------------------------------------------------------- |
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static int framesCounter = 0; |
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static int finishScreen = 0; |
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//---------------------------------------------------------------------------------- |
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// Gameplay Screen Functions Definition |
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//---------------------------------------------------------------------------------- |
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// Gameplay Screen Initialization logic |
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void InitGameplayScreen(void) |
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{ |
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// TODO: Initialize GAMEPLAY screen variables here! |
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framesCounter = 0; |
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finishScreen = 0; |
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} |
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// Gameplay Screen Update logic |
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void UpdateGameplayScreen(void) |
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{ |
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// TODO: Update GAMEPLAY screen variables here! |
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// Press enter or tap to change to ENDING screen |
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) |
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{ |
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finishScreen = 1; |
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PlaySound(fxCoin); |
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} |
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} |
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// Gameplay Screen Draw logic |
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void DrawGameplayScreen(void) |
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{ |
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// TODO: Draw GAMEPLAY screen here! |
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE); |
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DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON); |
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DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON); |
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} |
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// Gameplay Screen Unload logic |
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void UnloadGameplayScreen(void) |
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{ |
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// TODO: Unload GAMEPLAY screen variables here! |
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} |
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// Gameplay Screen should finish? |
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int FinishGameplayScreen(void) |
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{ |
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return finishScreen; |
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} |