summaryrefslogtreecommitdiffhomepage
path: root/games
diff options
context:
space:
mode:
authorRay <[email protected]>2019-05-21 22:36:52 +0200
committerRay <[email protected]>2019-05-21 22:36:52 +0200
commit477f05db133eaca1d3cb2c3712feb39d3f0b3ac2 (patch)
treedff5a42ba30ef24470c1beb827c4ff551e445217 /games
parentb1806f660070ec5b54fe20bd266f8b33b3c3bc13 (diff)
downloadraylib-477f05db133eaca1d3cb2c3712feb39d3f0b3ac2.tar.gz
raylib-477f05db133eaca1d3cb2c3712feb39d3f0b3ac2.zip
Review games
Diffstat (limited to 'games')
-rw-r--r--games/cat_vs_roomba/roomba.c12
-rw-r--r--games/cat_vs_roomba/screens/screen_logo.c22
-rw-r--r--games/just_do/just_do.c20
-rw-r--r--games/koala_seasons/koala_seasons.c21
-rw-r--r--games/light_my_ritual/light_my_ritual.c8
-rw-r--r--games/skully_escape/skully_escape.c6
-rw-r--r--games/transmission/screens/screen_ending.c2
-rw-r--r--games/transmission/screens/screen_logo.c201
-rw-r--r--games/transmission/transmission.c17
-rw-r--r--games/wave_collector/wave_collector.c4
10 files changed, 224 insertions, 89 deletions
diff --git a/games/cat_vs_roomba/roomba.c b/games/cat_vs_roomba/roomba.c
index eeee7a71..4a27cbcc 100644
--- a/games/cat_vs_roomba/roomba.c
+++ b/games/cat_vs_roomba/roomba.c
@@ -1,14 +1,14 @@
/*******************************************************************************************
*
-* raylib - Advance Game template
+* CAT VS ROOMBA [GLOBAL GAME JAM 2019]
*
-* <Game title>
-* <Game description>
+* Ah! Home, sweet home! Time for some automatic cleaning...
+* if the worst enemy of Roomba allows it... be careful with Cat!
*
-* This game has been created using raylib (www.raylib.com)
+* This game has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+* Copyright (c) 2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -57,7 +57,7 @@ int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "raylib template - advance game");
+ InitWindow(screenWidth, screenHeight, "CAT VS ROOMBA [GGJ19]");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
diff --git a/games/cat_vs_roomba/screens/screen_logo.c b/games/cat_vs_roomba/screens/screen_logo.c
index a697013e..1d8fa978 100644
--- a/games/cat_vs_roomba/screens/screen_logo.c
+++ b/games/cat_vs_roomba/screens/screen_logo.c
@@ -33,22 +33,22 @@
//----------------------------------------------------------------------------------
// Logo screen global variables
-static int framesCounter;
-static int finishScreen;
+static int framesCounter = 0;
+static int finishScreen = 0;
-static int logoPositionX;
-static int logoPositionY;
+static int logoPositionX = 0;
+static int logoPositionY = 0;
-static int lettersCount;
+static int lettersCount = 0;
-static int topSideRecWidth;
-static int leftSideRecHeight;
+static int topSideRecWidth = 0;
+static int leftSideRecHeight = 0;
-static int bottomSideRecWidth;
-static int rightSideRecHeight;
+static int bottomSideRecWidth = 0;
+static int rightSideRecHeight = 0;
-static char raylib[8]; // raylib text array, max 8 letters
-static int state; // Tracking animation states (State Machine)
+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
//----------------------------------------------------------------------------------
diff --git a/games/just_do/just_do.c b/games/just_do/just_do.c
index c7c76af9..e9a21526 100644
--- a/games/just_do/just_do.c
+++ b/games/just_do/just_do.c
@@ -1,20 +1,19 @@
/*******************************************************************************************
*
-* JUST DO - Global Game Jam 2015 Videogame
-* Experimental puzzle game that lets the user try to find a logic solution to
-* different shape-color-based situations.
+* JUST DO [GLOBAL GAME JAM 2015]
*
-* Developed by: Ramon Santamaria (Ray San)
+* Experimental puzzle game that lets the user try to find a logic
+* solution to different shape-color-based situations.
*
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* raylib - Copyright (c) 2015 Ramon Santamaria (@raysan5)
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
-#include "screens/screens.h" // NOTE: Defines currentScreen
+#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
@@ -53,7 +52,7 @@ int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "GGJ15 - JUST DO");
+ InitWindow(screenWidth, screenHeight, "JUST DO [GGJ15]");
// Load global data here (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
@@ -74,9 +73,6 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
-
- if (IsKeyPressed(KEY_SPACE)) PlaySound(levelWin);
-
UpdateDrawFrame();
}
#endif
@@ -144,6 +140,8 @@ void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
+ if (currentScreen != LOGO) UpdateMusicStream(music);
+
if (!onTransition)
{
if (IsKeyPressed('0'))
@@ -197,8 +195,6 @@ void UpdateDrawFrame(void)
InitLevel08Screen();
}
- UpdateMusicStream(music);
-
switch(currentScreen)
{
case LOGO:
diff --git a/games/koala_seasons/koala_seasons.c b/games/koala_seasons/koala_seasons.c
index 214fda4c..ebd552ec 100644
--- a/games/koala_seasons/koala_seasons.c
+++ b/games/koala_seasons/koala_seasons.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib - Koala Seasons game
+* Koala Seasons [emegeme 2015]
*
* Koala Seasons is a runner, you must survive as long as possible jumping from tree to tree
* Ready to start the adventure? How long can you survive?
@@ -13,7 +13,7 @@
********************************************************************************************/
#include "raylib.h"
-#include "screens/screens.h" // NOTE: Defines currentScreen
+#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
@@ -22,6 +22,9 @@
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
+static const int screenWidth = 1280;
+static const int screenHeight = 720;
+
static float transAlpha = 0;
static bool onTransition = false;
static bool transFadeOut = false;
@@ -43,17 +46,11 @@ void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
-int main(void) {
- // Initialization
+int main(void)
+{
+ // Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
- const int screenWidth = 1280;
- const int screenHeight = 720;
- const char windowTitle[30] = "KOALA SEASONS";
-
- //SetConfigFlags(FLAG_FULLSCREEN_MODE);
-
- // Note that windowTitle is ignored on Android
- InitWindow(screenWidth, screenHeight, windowTitle);
+ InitWindow(screenWidth, screenHeight, "KOALA SEASONS");
// Load global data here (assets that must be available in all screens, i.e. fonts)
font = LoadFont("resources/graphics/mainfont.png");
diff --git a/games/light_my_ritual/light_my_ritual.c b/games/light_my_ritual/light_my_ritual.c
index ece51997..87d12ad1 100644
--- a/games/light_my_ritual/light_my_ritual.c
+++ b/games/light_my_ritual/light_my_ritual.c
@@ -1,16 +1,16 @@
/*******************************************************************************************
*
-* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
+* LIGHT MY RITUAL [GLOBAL GAME JAM 2016]
*
* Preparing a ritual session is not that easy.
* You must light all the candles before the astral alignment finishes...
* but dark creatures move in the shadows to put out all your lights!
* Be fast! Be smart! Light my ritual!
*
-* This game has been created using raylib (www.raylib.com)
+* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -55,7 +55,7 @@ int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
+ InitWindow(screenWidth, screenHeight, "LIGHT MY RITUAL! [GGJ16]");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
diff --git a/games/skully_escape/skully_escape.c b/games/skully_escape/skully_escape.c
index e2e7007b..712282cc 100644
--- a/games/skully_escape/skully_escape.c
+++ b/games/skully_escape/skully_escape.c
@@ -2,10 +2,12 @@
*
* SKULLY ESCAPE [KING GAME JAM 2015]
*
+* A scary graphic adventure in an old mansion
+*
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -52,7 +54,7 @@ int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM]");
+ InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM 2015]");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
diff --git a/games/transmission/screens/screen_ending.c b/games/transmission/screens/screen_ending.c
index 0492a0cc..22c2298b 100644
--- a/games/transmission/screens/screen_ending.c
+++ b/games/transmission/screens/screen_ending.c
@@ -222,7 +222,7 @@ static char *StringReplace(char *orig, char *rep, char *with)
// Count the number of replacements needed
ins = orig;
- for (count = 0; tmp = strstr(ins, rep); ++count)
+ for (count = 0; (tmp = strstr(ins, rep)); ++count)
{
ins = tmp + len_rep;
}
diff --git a/games/transmission/screens/screen_logo.c b/games/transmission/screens/screen_logo.c
index dc016423..80c99809 100644
--- a/games/transmission/screens/screen_logo.c
+++ b/games/transmission/screens/screen_logo.c
@@ -26,19 +26,32 @@
#include "raylib.h"
#include "screens.h"
+#define LOGO_RECS_SIDE 16
+
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Logo screen global variables
-static int framesCounter;
-static int finishScreen;
+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 Texture2D logoCW;
+static int bottomSideRecWidth = 0;
+static int rightSideRecHeight = 0;
-static float fadeValue;
-static int showLogoFrames;
-static bool fadeOut;
+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
+
+static Texture2D texLogoCW = { 0 }; // Cinamon Works texture
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
@@ -47,53 +60,183 @@ static bool fadeOut;
// Logo Screen Initialization logic
void InitLogoScreen(void)
{
- framesCounter = 0;
+ // Initialize LOGO screen variables here!
finishScreen = 0;
+ framesCounter = 0;
+ lettersCount = 0;
+
+ logoPositionX = GetScreenWidth()/2 - 128;
+ logoPositionY = GetScreenHeight()/2 - 128;
- logoCW = LoadTexture("resources/textures/cw_logo.png");
+ topSideRecWidth = LOGO_RECS_SIDE;
+ leftSideRecHeight = LOGO_RECS_SIDE;
+ bottomSideRecWidth = LOGO_RECS_SIDE;
+ rightSideRecHeight = LOGO_RECS_SIDE;
- showLogoFrames = 60;
- fadeValue = 0;
+ for (int i = 0; i < 8; i++) raylib[i] = '\0';
- fadeOut = false;
+ state = 0;
+ alpha = 1.0f;
+
+ texLogoCW = LoadTexture("resources/textures/cw_logo.png");
}
// Logo Screen Update logic
void UpdateLogoScreen(void)
{
- if (!fadeOut)
- {
- fadeValue += 0.02f;
- if (fadeValue > 1.01f)
+ // 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)
{
- fadeValue = 1.0f;
- framesCounter++;
-
- if ((framesCounter%showLogoFrames) == 0)
+ 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)
{
- fadeOut = true;
- finishScreen = true;
- }
- }
- }
-
- if (IsKeyPressed(KEY_ENTER)) finishScreen = true;
+ alpha = 0.0f;
+ framesCounter = 0;
+ state = 5;
+ }
+ }
+ }
+ else if (state == 5)
+ {
+ alpha += 0.02f;
+ if (alpha >= 1.0f) alpha = 1.0f;
+
+ framesCounter++;
+ if (framesCounter > 200)
+ {
+ framesCounter = 0;
+ state = 6;
+ }
+ }
+ else if (state == 6)
+ {
+ alpha -= 0.02f;
+ if (alpha >= 1.0f) alpha = 1.0f;
+
+ framesCounter++;
+ if (framesCounter > 100)
+ {
+ framesCounter = 0;
+ finishScreen = 1;
+ }
+ }
}
// Logo Screen Draw logic
void DrawLogoScreen(void)
{
- DrawTexture(logoCW, GetScreenWidth()/2 - logoCW.width/2, GetScreenHeight()/2 - logoCW.height/2, Fade(WHITE, fadeValue));
+ 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));
+ }
+ else if ((state == 5) || (state == 6)) DrawTexture(texLogoCW, GetScreenWidth()/2 - texLogoCW.width/2, GetScreenHeight()/2 - texLogoCW.height/2, Fade(WHITE, alpha));
}
// Logo Screen Unload logic
void UnloadLogoScreen(void)
{
- UnloadTexture(logoCW);
+ // Unload LOGO screen variables here!
+ UnloadTexture(texLogoCW);
}
// Logo Screen should finish?
int FinishLogoScreen(void)
{
return finishScreen;
-} \ No newline at end of file
+}
diff --git a/games/transmission/transmission.c b/games/transmission/transmission.c
index 9fc3d802..a948365f 100644
--- a/games/transmission/transmission.c
+++ b/games/transmission/transmission.c
@@ -1,13 +1,14 @@
/*******************************************************************************************
*
-* raylib - transmission mission
+* TRANSMISSION MISSION [GLOBAL GAME JAM 2018]
*
-* Code and transmit the right message
+* Code the different filtration messages to be send to newspaper
+* to avoid being understood in case of interception.
*
-* This game has been created using raylib (www.raylib.com)
+* This game has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+* Copyright (c) 2018 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -53,13 +54,9 @@ static void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
int main(void)
{
- // Initialization
+ // Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
-#ifndef PLATFORM_ANDROID
- SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE);
-#endif
- // Note windowTitle is unused on Android
- InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
+ InitWindow(screenWidth, screenHeight, "transmission mission [GGJ18]");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
diff --git a/games/wave_collector/wave_collector.c b/games/wave_collector/wave_collector.c
index 0a04310d..c52f8835 100644
--- a/games/wave_collector/wave_collector.c
+++ b/games/wave_collector/wave_collector.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* GLOBAL GAME JAM 2017 - WAVE COLLECTOR
+* WAVE COLLECTOR [GLOBAL GAME JAM 2017]
*
* The ultimate wave particles collector is here!
* You must follow the wave and collect all the particles
@@ -85,7 +85,7 @@ int main(int argc, char *argv[])
SetConfigFlags(FLAG_MSAA_4X_HINT);
#endif
// Note windowTitle is unused on Android
- InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
+ InitWindow(screenWidth, screenHeight, "WAVE COLLECTOR [GGJ17]");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();