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- /*******************************************************************************************
- *
- * raylib - Advance 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) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "screens/screens.h" // NOTE: Defines global variable: currentScreen
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition (local to this module)
- //----------------------------------------------------------------------------------
-
- // 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;
-
- //----------------------------------------------------------------------------------
- // Local Functions Declaration
- //----------------------------------------------------------------------------------
- void TransitionToScreen(int screen);
- void UpdateTransition(void);
- void DrawTransition(void);
-
- //----------------------------------------------------------------------------------
- // Main entry point
- //----------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //---------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- const char windowTitle[30] = "<game name goes here>";
-
- InitWindow(screenWidth, screenHeight, windowTitle);
-
- // TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
-
- // Setup and Init first screen
- currentScreen = LOGO;
- InitLogoScreen();
-
- SetTargetFPS(60);
- //----------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- 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()) TransitionToScreen(ENDING);
-
- } break;
- case ENDING:
- {
- UpdateEndingScreen();
-
- if (FinishEndingScreen()) TransitionToScreen(TITLE);
-
- } break;
- default: break;
- }
- }
- else
- {
- // Update transition (fade-in, fade-out)
- UpdateTransition();
- }
- //----------------------------------------------------------------------------------
-
- // 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;
- }
-
- if (onTransition) DrawTransition();
-
- //DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // TODO: Unload all global loaded data (i.e. fonts) here!
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- void TransitionToScreen(int screen)
- {
- onTransition = true;
- transFromScreen = currentScreen;
- transToScreen = screen;
- }
-
- void UpdateTransition(void)
- {
- if (!transFadeOut)
- {
- transAlpha += 0.01;
-
- if (transAlpha >= 1.0)
- {
- transAlpha = 1.0;
-
- switch (transFromScreen)
- {
- case LOGO: UnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case OPTIONS: UnloadOptionsScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- case ENDING: UnloadEndingScreen(); break;
- default: break;
- }
-
- switch (transToScreen)
- {
- case LOGO:
- {
- InitLogoScreen();
- currentScreen = LOGO;
- } break;
- case TITLE:
- {
- InitTitleScreen();
- currentScreen = TITLE;
- } break;
- case OPTIONS:
- {
- InitOptionsScreen();
- currentScreen = OPTIONS;
- } break;
- case GAMEPLAY:
- {
- InitGameplayScreen();
- currentScreen = GAMEPLAY;
- } break;
- case ENDING:
- {
- InitEndingScreen();
- currentScreen = ENDING;
- } break;
- default: break;
- }
-
- transFadeOut = true;
- }
- }
- else // Transition fade out logic
- {
- transAlpha -= 0.01f;
-
- if (transAlpha <= 0)
- {
- transAlpha = 0;
- transFadeOut = false;
- onTransition = false;
- transFromScreen = -1;
- transToScreen = -1;
- }
- }
- }
-
- void DrawTransition(void)
- {
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
- }
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