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Diffstat (limited to 'src/advance_game.c')
| -rw-r--r-- | src/advance_game.c | 294 |
1 files changed, 294 insertions, 0 deletions
diff --git a/src/advance_game.c b/src/advance_game.c new file mode 100644 index 0000000..edfd7cf --- /dev/null +++ b/src/advance_game.c @@ -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(); + //---------------------------------------------------------------------------------- +} |
