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+/**********************************************************************************************
+*
+* raylib - Simple Game template
+*
+* Screens Functions Definitions (Init, Update, Draw, Unload)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (visible to other modules)
+//----------------------------------------------------------------------------------
+GameScreen currentScreen = LOGO;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Logo screen global variables
+static int framesCounter;
+
+// Title screen global variables
+
+// Gameplay screen global variables
+
+// Ending screen global variables
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Logo Screen Initialization logic
+void InitLogoScreen(void)
+{
+ // TODO: Initialize LOGO screen variables here!
+ framesCounter = 0;
+}
+
+// Logo Screen Update logic
+void UpdateLogoScreen(void)
+{
+ // TODO: Update LOGO screen variables here!
+
+ framesCounter++; // Count frames
+
+ // Wait for 2 seconds (120 frames) before jumping to TITLE screen
+ if (framesCounter > 120)
+ {
+ currentScreen = TITLE;
+ }
+}
+
+// Logo Screen Draw logic
+void DrawLogoScreen(void)
+{
+ // TODO: Draw LOGO screen here!
+ DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
+ DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
+}
+
+// Logo Screen Unload logic
+void UnloadLogoScreen(void)
+{
+ // TODO: Unload LOGO screen variables here!
+}
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Title Screen Initialization logic
+void InitTitleScreen(void)
+{
+ // TODO: Initialize TITLE screen variables here!
+}
+
+// Title Screen Update logic
+void UpdateTitleScreen(void)
+{
+ // TODO: Update TITLE screen variables here!
+
+ // Press enter to change to GAMEPLAY screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ }
+}
+
+// Title Screen Draw logic
+void DrawTitleScreen(void)
+{
+ // TODO: Draw TITLE screen here!
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
+ DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+ DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+}
+
+// Title Screen Unload logic
+void UnloadTitleScreen(void)
+{
+ // TODO: Unload TITLE screen variables here!
+}
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitGameplayScreen(void)
+{
+ // TODO: Initialize GAMEPLAY screen variables here!
+}
+
+// Gameplay Screen Update logic
+void UpdateGameplayScreen(void)
+{
+ // TODO: Update GAMEPLAY screen variables here!
+
+ // Press enter to change to ENDING screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = ENDING;
+ }
+}
+
+// Gameplay Screen Draw logic
+void DrawGameplayScreen(void)
+{
+ // TODO: Draw GAMEPLAY screen here!
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
+ DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+ DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+}
+
+// Gameplay Screen Unload logic
+void UnloadGameplayScreen(void)
+{
+ // TODO: Unload GAMEPLAY screen variables here!
+}
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Ending Screen Initialization logic
+void InitEndingScreen(void)
+{
+ // TODO: Initialize ENDING screen variables here!
+}
+
+// Ending Screen Update logic
+void UpdateEndingScreen(void)
+{
+ // TODO: Update ENDING screen variables here!
+
+ // Press enter to return to TITLE screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = TITLE;
+ }
+}
+
+// Ending Screen Draw logic
+void DrawEndingScreen(void)
+{
+ // TODO: Draw ENDING screen here!
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
+ DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+ DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+}
+
+// Ending Screen Unload logic
+void UnloadEndingScreen(void)
+{
+ // TODO: Unload ENDING screen variables here!
+} \ No newline at end of file