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  1. /*******************************************************************************************
  2. *
  3. * CAT VS ROOMBA [GLOBAL GAME JAM 2019]
  4. *
  5. * Ah! Home, sweet home! Time for some automatic cleaning...
  6. * if the worst enemy of Roomba allows it... be careful with Cat!
  7. *
  8. * This game has been created using raylib 2.0 (www.raylib.com)
  9. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  10. *
  11. * Copyright (c) 2019 Ramon Santamaria (@raysan5)
  12. *
  13. ********************************************************************************************/
  14. #include "raylib.h"
  15. #include "screens/screens.h" // NOTE: Defines global variable: currentScreen
  16. #if defined(PLATFORM_WEB)
  17. #include <emscripten/emscripten.h>
  18. #endif
  19. GameScreen currentScreen = 0;
  20. Font font = { 0 };
  21. Font font2 = { 0 };
  22. Music music = { 0 };
  23. Sound fxCoin = { 0 };
  24. //----------------------------------------------------------------------------------
  25. // Global Variables Definition (local to this module)
  26. //----------------------------------------------------------------------------------
  27. const int screenWidth = 1280;
  28. #if defined(TILE_VIEWER_MODE)
  29. const int screenHeight = 1080;
  30. #else
  31. const int screenHeight = 720;
  32. #endif
  33. // Required variables to manage screen transitions (fade-in, fade-out)
  34. static float transAlpha = 0.0f;
  35. static bool onTransition = false;
  36. static bool transFadeOut = false;
  37. static int transFromScreen = -1;
  38. static int transToScreen = -1;
  39. // NOTE: Some global variables that require to be visible for all screens,
  40. // are defined in screens.h (i.e. currentScreen)
  41. //----------------------------------------------------------------------------------
  42. // Local Functions Declaration
  43. //----------------------------------------------------------------------------------
  44. static void ChangeToScreen(int screen); // No transition effect
  45. static void TransitionToScreen(int screen);
  46. static void UpdateTransition(void);
  47. static void DrawTransition(void);
  48. static void UpdateDrawFrame(void); // Update and Draw one frame
  49. //----------------------------------------------------------------------------------
  50. // Main entry point
  51. //----------------------------------------------------------------------------------
  52. int main(void)
  53. {
  54. // Initialization (Note windowTitle is unused on Android)
  55. //---------------------------------------------------------
  56. InitWindow(screenWidth, screenHeight, "CAT VS ROOMBA [GGJ19]");
  57. // Global data loading (assets that must be available in all screens, i.e. fonts)
  58. InitAudioDevice();
  59. font = LoadFont("resources/star.fnt");
  60. font2 = LoadFont("resources/star2.fnt");
  61. music = LoadMusicStream("resources/cat_mouse.mod");
  62. fxCoin = LoadSound("resources/coin.wav");
  63. SetMusicVolume(music, 1.0f);
  64. PlayMusicStream(music);
  65. // Setup and Init first screen
  66. currentScreen = LOGO;
  67. InitLogoScreen();
  68. #if defined(PLATFORM_WEB)
  69. emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
  70. #else
  71. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  72. //--------------------------------------------------------------------------------------
  73. // Main game loop
  74. while (!WindowShouldClose()) // Detect window close button or ESC key
  75. {
  76. UpdateDrawFrame();
  77. }
  78. #endif
  79. // De-Initialization
  80. //--------------------------------------------------------------------------------------
  81. // Unload current screen data before closing
  82. switch (currentScreen)
  83. {
  84. case LOGO: UnloadLogoScreen(); break;
  85. case TITLE: UnloadTitleScreen(); break;
  86. case GAMEPLAY: UnloadGameplayScreen(); break;
  87. case ENDING: UnloadEndingScreen(); break;
  88. default: break;
  89. }
  90. // Unload all global loaded data (i.e. fonts) here!
  91. UnloadFont(font);
  92. UnloadFont(font2);
  93. UnloadMusicStream(music);
  94. UnloadSound(fxCoin);
  95. CloseAudioDevice(); // Close audio context
  96. CloseWindow(); // Close window and OpenGL context
  97. //--------------------------------------------------------------------------------------
  98. return 0;
  99. }
  100. //----------------------------------------------------------------------------------
  101. // Module specific Functions Definition
  102. //----------------------------------------------------------------------------------
  103. // Change to next screen, no transition
  104. static void ChangeToScreen(int screen)
  105. {
  106. // Unload current screen
  107. switch (currentScreen)
  108. {
  109. case LOGO: UnloadLogoScreen(); break;
  110. case TITLE: UnloadTitleScreen(); break;
  111. case GAMEPLAY: UnloadGameplayScreen(); break;
  112. case ENDING: UnloadEndingScreen(); break;
  113. default: break;
  114. }
  115. // Init next screen
  116. switch (screen)
  117. {
  118. case LOGO: InitLogoScreen(); break;
  119. case TITLE: InitTitleScreen(); break;
  120. case GAMEPLAY: InitGameplayScreen(); break;
  121. case ENDING: InitEndingScreen(); break;
  122. default: break;
  123. }
  124. currentScreen = screen;
  125. }
  126. // Define transition to next screen
  127. static void TransitionToScreen(int screen)
  128. {
  129. onTransition = true;
  130. transFadeOut = false;
  131. transFromScreen = currentScreen;
  132. transToScreen = screen;
  133. transAlpha = 0.0f;
  134. }
  135. // Update transition effect
  136. static void UpdateTransition(void)
  137. {
  138. if (!transFadeOut)
  139. {
  140. transAlpha += 0.02f;
  141. // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
  142. // For that reason we compare against 1.01f, to avoid last frame loading stop
  143. if (transAlpha > 1.01f)
  144. {
  145. transAlpha = 1.0f;
  146. // Unload current screen
  147. switch (transFromScreen)
  148. {
  149. case LOGO: UnloadLogoScreen(); break;
  150. case TITLE: UnloadTitleScreen(); break;
  151. case GAMEPLAY: UnloadGameplayScreen(); break;
  152. case ENDING: UnloadEndingScreen(); break;
  153. default: break;
  154. }
  155. // Load next screen
  156. switch (transToScreen)
  157. {
  158. case LOGO: InitLogoScreen(); break;
  159. case TITLE: InitTitleScreen(); break;
  160. case GAMEPLAY: InitGameplayScreen(); break;
  161. case ENDING: InitEndingScreen(); break;
  162. default: break;
  163. }
  164. currentScreen = transToScreen;
  165. // Activate fade out effect to next loaded screen
  166. transFadeOut = true;
  167. }
  168. }
  169. else // Transition fade out logic
  170. {
  171. transAlpha -= 0.02f;
  172. if (transAlpha < -0.01f)
  173. {
  174. transAlpha = 0.0f;
  175. transFadeOut = false;
  176. onTransition = false;
  177. transFromScreen = -1;
  178. transToScreen = -1;
  179. }
  180. }
  181. }
  182. // Draw transition effect (full-screen rectangle)
  183. static void DrawTransition(void)
  184. {
  185. DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
  186. }
  187. // Update and draw game frame
  188. static void UpdateDrawFrame(void)
  189. {
  190. // Update
  191. //----------------------------------------------------------------------------------
  192. UpdateMusicStream(music); // NOTE: Music keeps playing between screens
  193. if (!onTransition)
  194. {
  195. switch(currentScreen)
  196. {
  197. case LOGO:
  198. {
  199. UpdateLogoScreen();
  200. if (FinishLogoScreen()) TransitionToScreen(TITLE);
  201. } break;
  202. case TITLE:
  203. {
  204. UpdateTitleScreen();
  205. if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
  206. else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
  207. } break;
  208. case GAMEPLAY:
  209. {
  210. UpdateGameplayScreen();
  211. if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
  212. //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
  213. } break;
  214. case ENDING:
  215. {
  216. UpdateEndingScreen();
  217. if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
  218. } break;
  219. default: break;
  220. }
  221. }
  222. else UpdateTransition(); // Update transition (fade-in, fade-out)
  223. //----------------------------------------------------------------------------------
  224. // Draw
  225. //----------------------------------------------------------------------------------
  226. BeginDrawing();
  227. ClearBackground(RAYWHITE);
  228. switch(currentScreen)
  229. {
  230. case LOGO: DrawLogoScreen(); break;
  231. case TITLE: DrawTitleScreen(); break;
  232. case GAMEPLAY: DrawGameplayScreen(); break;
  233. case ENDING: DrawEndingScreen(); break;
  234. default: break;
  235. }
  236. // Draw full screen rectangle in front of everything
  237. if (onTransition) DrawTransition();
  238. //DrawFPS(10, 10);
  239. EndDrawing();
  240. //----------------------------------------------------------------------------------
  241. }