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/**********************************************************************************************
*
* raylib - transmission mission
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
* 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.
*
**********************************************************************************************/
#ifndef SCREENS_H
#define SCREENS_H
#define MAX_CODING_WORDS 12
#define MAX_MISSION_WORDS 8
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO = 0, TITLE, MISSION, GAMEPLAY, ENDING } GameScreen;
// Words to be coded or coding words
typedef struct Word {
int id;
Rectangle rec;
Rectangle iniRec;
bool hover;
bool picked;
char text[32]; // text
} Word;
// Mission information
typedef struct Mission {
int id;
char brief[512]; // Mission briefing
char key[32]; // Mission keyword
char msg[256]; // Message to be coded
int wordsCount; // Number of words to coded
int sols[10]; // Solution code, depends on wordsCount
} Mission;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
Music music;
Sound fxButton;
//Mission *missions;
// UI BUTTON
Rectangle recButton;
float fadeButton;
Color colorButton;
Texture2D texButton;
Vector2 textPositionButton;
int fontSizeButton;
Color textColorButton;
int currentMission;
int totalMissions;
Font fontMission;
Word messageWords[MAX_MISSION_WORDS];
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Transmission Functions Declaration
//----------------------------------------------------------------------------------
bool IsButtonPressed();
void DrawButton(const char *text);
Mission *LoadMissions(const char *fileName);
//----------------------------------------------------------------------------------
// Logo Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLogoScreen(void);
void UpdateLogoScreen(void);
void DrawLogoScreen(void);
void UnloadLogoScreen(void);
int FinishLogoScreen(void);
//----------------------------------------------------------------------------------
// Title Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitTitleScreen(void);
void UpdateTitleScreen(void);
void DrawTitleScreen(void);
void UnloadTitleScreen(void);
int FinishTitleScreen(void);
//----------------------------------------------------------------------------------
// Mission Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitMissionScreen(void);
void UpdateMissionScreen(void);
void DrawMissionScreen(void);
void UnloadMissionScreen(void);
int FinishMissionScreen(void);
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitGameplayScreen(void);
void UpdateGameplayScreen(void);
void DrawGameplayScreen(void);
void UnloadGameplayScreen(void);
int FinishGameplayScreen(void);
//----------------------------------------------------------------------------------
// Ending Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitEndingScreen(void);
void UpdateEndingScreen(void);
void DrawEndingScreen(void);
void UnloadEndingScreen(void);
int FinishEndingScreen(void);
#ifdef __cplusplus
}
#endif
#endif // SCREENS_H
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