summaryrefslogtreecommitdiffhomepage
path: root/src/raylib_game.c
blob: 027aa6871c38355fc6e23158f3c9b58373a9ef84 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
/*******************************************************************************************
*
*   raylib Game Template
*
*   <Game title>
*   <Game description>
*
*   This game has been created using raylib (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2021 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"
#include "screens.h"    // NOTE: Declares global (extern) variables and screens functions

#if defined(PLATFORM_WEB)
    #include <emscripten/emscripten.h>
#endif

//----------------------------------------------------------------------------------
// Shared Variables Definition (global)
//----------------------------------------------------------------------------------
GameScreen currentScreen = 0;
Font font = { 0 };
Music music = { 0 };
Sound fxCoin = { 0 };

//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;

// Required variables to manage screen transitions (fade-in, fade-out)
static float transAlpha = 0.0f;
static bool onTransition = false;
static bool transFadeOut = false;
static int transFromScreen = -1;
static int transToScreen = -1;

//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
static void ChangeToScreen(int screen);     // Change to screen, no transition effect

static void TransitionToScreen(int screen); // Request transition to next screen
static void UpdateTransition(void);         // Update transition effect
static void DrawTransition(void);           // Draw transition effect (full-screen rectangle)

static void UpdateDrawFrame(void);          // Update and draw one frame

//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //---------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "raylib game template");

    InitAudioDevice();      // Initialize audio device

    // Load global data (assets that must be available in all screens, i.e. font)
    font = LoadFont("resources/mecha.png");
    music = LoadMusicStream("resources/ambient.ogg");
    fxCoin = LoadSound("resources/coin.wav");

    SetMusicVolume(music, 1.0f);
    PlayMusicStream(music);

    // Setup and init first screen
    currentScreen = LOGO;
    InitLogoScreen();

#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
    SetTargetFPS(60);       // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    // Unload current screen data before closing
    switch (currentScreen)
    {
        case LOGO: UnloadLogoScreen(); break;
        case TITLE: UnloadTitleScreen(); break;
        case GAMEPLAY: UnloadGameplayScreen(); break;
        case ENDING: UnloadEndingScreen(); break;
        default: break;
    }

    // Unload all global loaded data (i.e. fonts) here!
    UnloadFont(font);
    UnloadMusicStream(music);
    UnloadSound(fxCoin);

    CloseAudioDevice();     // Close audio context

    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------

// Change to next screen, no transition
static void ChangeToScreen(int screen)
{
    // Unload current screen
    switch (currentScreen)
    {
        case LOGO: UnloadLogoScreen(); break;
        case TITLE: UnloadTitleScreen(); break;
        case GAMEPLAY: UnloadGameplayScreen(); break;
        case ENDING: UnloadEndingScreen(); break;
        default: break;
    }

    // Init next screen
    switch (screen)
    {
        case LOGO: InitLogoScreen(); break;
        case TITLE: InitTitleScreen(); break;
        case GAMEPLAY: InitGameplayScreen(); break;
        case ENDING: InitEndingScreen(); break;
        default: break;
    }

    currentScreen = screen;
}

// Request transition to next screen
static void TransitionToScreen(int screen)
{
    onTransition = true;
    transFadeOut = false;
    transFromScreen = currentScreen;
    transToScreen = screen;
    transAlpha = 0.0f;
}

// Update transition effect
static void UpdateTransition(void)
{
    if (!transFadeOut)
    {
        transAlpha += 0.05f;

        // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
        // For that reason we compare against 1.01f, to avoid last frame loading stop
        if (transAlpha > 1.01f)
        {
            transAlpha = 1.0f;

            // Unload current screen
            switch (transFromScreen)
            {
                case LOGO: UnloadLogoScreen(); break;
                case TITLE: UnloadTitleScreen(); break;
                case OPTIONS: UnloadOptionsScreen(); break;
                case GAMEPLAY: UnloadGameplayScreen(); break;
                case ENDING: UnloadEndingScreen(); break;
                default: break;
            }

            // Load next screen
            switch (transToScreen)
            {
                case LOGO: InitLogoScreen(); break;
                case TITLE: InitTitleScreen(); break;
                case GAMEPLAY: InitGameplayScreen(); break;
                case ENDING: InitEndingScreen(); break;
                default: break;
            }

            currentScreen = transToScreen;

            // Activate fade out effect to next loaded screen
            transFadeOut = true;
        }
    }
    else  // Transition fade out logic
    {
        transAlpha -= 0.02f;

        if (transAlpha < -0.01f)
        {
            transAlpha = 0.0f;
            transFadeOut = false;
            onTransition = false;
            transFromScreen = -1;
            transToScreen = -1;
        }
    }
}

// Draw transition effect (full-screen rectangle)
static void DrawTransition(void)
{
    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
}

// Update and draw game frame
static void UpdateDrawFrame(void)
{
    // Update
    //----------------------------------------------------------------------------------
    UpdateMusicStream(music);       // NOTE: Music keeps playing between screens

    if (!onTransition)
    {
        switch(currentScreen)
        {
            case LOGO:
            {
                UpdateLogoScreen();

                if (FinishLogoScreen()) TransitionToScreen(TITLE);

            } break;
            case TITLE:
            {
                UpdateTitleScreen();

                if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
                else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);

            } break;
            case OPTIONS:
            {
                UpdateOptionsScreen();

                if (FinishOptionsScreen()) TransitionToScreen(TITLE);

            } break;
            case GAMEPLAY:
            {
                UpdateGameplayScreen();

                if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
                //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);

            } break;
            case ENDING:
            {
                UpdateEndingScreen();

                if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);

            } break;
            default: break;
        }
    }
    else UpdateTransition();    // Update transition (fade-in, fade-out)
    //----------------------------------------------------------------------------------

    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();

        ClearBackground(RAYWHITE);

        switch(currentScreen)
        {
            case LOGO: DrawLogoScreen(); break;
            case TITLE: DrawTitleScreen(); break;
            case OPTIONS: DrawOptionsScreen(); break;
            case GAMEPLAY: DrawGameplayScreen(); break;
            case ENDING: DrawEndingScreen(); break;
            default: break;
        }

        // Draw full screen rectangle in front of everything
        if (onTransition) DrawTransition();

        //DrawFPS(10, 10);

    EndDrawing();
    //----------------------------------------------------------------------------------
}