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