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-rw-r--r--games/light_my_ritual/light_my_ritual.c281
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diff --git a/games/light_my_ritual/light_my_ritual.c b/games/light_my_ritual/light_my_ritual.c
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-/*******************************************************************************************
-*
-* 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 1.6 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2016 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
-
-#include <stdlib.h>
-
-#if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-const int screenWidth = 1280;
-const int screenHeight = 720;
-
-// Required variables to manage screen transitions (fade-in, fade-out)
-float transAlpha = 0;
-bool onTransition = false;
-bool transFadeOut = false;
-int transFromScreen = -1;
-int transToScreen = -1;
-
-static Music music;
-
-//----------------------------------------------------------------------------------
-// Local Functions Declaration
-//----------------------------------------------------------------------------------
-void TransitionToScreen(int screen);
-void ChangeToScreen(int screen); // No transition effect
-void UpdateTransition(void);
-void DrawTransition(void);
-
-void UpdateDrawFrame(void); // Update and Draw one frame
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization (Note windowTitle is unused on Android)
- //---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "LIGHT MY RITUAL! [GGJ16]");
-
- // Global data loading (assets that must be available in all screens, i.e. fonts)
- InitAudioDevice();
-
- Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM)
-
- lightsMap = GetImageData(image); // Get image pixels data as an array of Color
- lightsMapWidth = image.width;
- lightsMapHeight = image.height;
-
- UnloadImage(image); // Unload image from CPU memory (RAM)
-
- font = LoadFont("resources/font_arcadian.png");
- //doors = LoadTexture("resources/textures/doors.png");
- //sndDoor = LoadSound("resources/audio/door.ogg");
-
- music = LoadMusicStream("resources/audio/ambient.ogg");
- PlayMusicStream(music);
- SetMusicVolume(music, 1.0f);
-
- // Setup and Init first screen
- currentScreen = LOGO_RL;
- //InitTitleScreen();
- //InitGameplayScreen();
- rlInitLogoScreen();
-
-#if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 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
- //--------------------------------------------------------------------------------------
- switch (currentScreen)
- {
- case LOGO_RL: rlUnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- default: break;
- }
-
- // Unload all global loaded data (i.e. fonts) here!
- UnloadFont(font);
- //UnloadSound(sndDoor);
-
- UnloadMusicStream(music);
-
- free(lightsMap);
-
- CloseAudioDevice();
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-void TransitionToScreen(int screen)
-{
- onTransition = true;
- transFromScreen = currentScreen;
- transToScreen = screen;
-}
-
-void ChangeToScreen(int screen)
-{
- switch (currentScreen)
- {
- case LOGO_RL: rlUnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- default: break;
- }
-
- switch (screen)
- {
- case LOGO_RL: rlInitLogoScreen(); break;
- case TITLE: InitTitleScreen(); break;
- case GAMEPLAY: InitGameplayScreen(); break;
- default: break;
- }
-
- currentScreen = screen;
-}
-
-void UpdateTransition(void)
-{
- if (!transFadeOut)
- {
- transAlpha += 0.05f;
-
- if (transAlpha >= 1.0)
- {
- transAlpha = 1.0;
-
- switch (transFromScreen)
- {
- case LOGO_RL: rlUnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- default: break;
- }
-
- switch (transToScreen)
- {
- case LOGO_RL:
- {
- rlInitLogoScreen();
- currentScreen = LOGO_RL;
- } break;
- case TITLE:
- {
- InitTitleScreen();
- currentScreen = TITLE;
- } break;
- case GAMEPLAY:
- {
- InitGameplayScreen();
- currentScreen = GAMEPLAY;
- } break;
- default: break;
- }
-
- transFadeOut = true;
- }
- }
- else // Transition fade out logic
- {
- transAlpha -= 0.05f;
-
- if (transAlpha <= 0)
- {
- transAlpha = 0;
- transFadeOut = false;
- onTransition = false;
- transFromScreen = -1;
- transToScreen = -1;
- }
- }
-}
-
-void DrawTransition(void)
-{
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
-}
-
-// Update and draw game frame
-void UpdateDrawFrame(void)
-{
- // Update
- //----------------------------------------------------------------------------------
- if (!onTransition)
- {
- switch(currentScreen)
- {
- case LOGO_RL:
- {
- rlUpdateLogoScreen();
-
- if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
-
- } break;
- case TITLE:
- {
- UpdateTitleScreen();
-
- if (FinishTitleScreen() == 1)
- {
- StopMusicStream(music);
- TransitionToScreen(GAMEPLAY);
- }
-
- } break;
- case GAMEPLAY:
- {
- UpdateGameplayScreen();
-
- if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
- else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
-
- } break;
- default: break;
- }
- }
- else
- {
- // Update transition (fade-in, fade-out)
- UpdateTransition();
- }
-
- if (currentScreen != GAMEPLAY) UpdateMusicStream(music);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- switch(currentScreen)
- {
- case LOGO_RL: rlDrawLogoScreen(); break;
- case TITLE: DrawTitleScreen(); break;
- case GAMEPLAY: DrawGameplayScreen(); break;
- default: break;
- }
-
- if (onTransition) DrawTransition();
-
- //DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-}
-