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- /**********************************************************************************************
- *
- * raylib - Simple Game template
- *
- * Screens Functions Definitions (Init, Update, Draw, Unload)
- *
- * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
- *
- * 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!
- }
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