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- /*******************************************************************************************
- *
- * raylib - transmission mission
- *
- * Code and transmit the right message
- *
- * 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) 2014-2018 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "screens/screens.h" // NOTE: Defines global variable: currentScreen
-
- #include <stdlib.h>
- #include <stdio.h>
-
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition (local to this module)
- //----------------------------------------------------------------------------------
- const int screenWidth = 1280;
- const int screenHeight = 720;
-
- // Required variables to manage screen transitions (fade-in, fade-out)
- static float transAlpha = 0.0f;
- static bool onTransition = false;
- static bool transFadeOut = false;
- static int transFromScreen = -1;
- static int transToScreen = -1;
-
- // NOTE: Some global variables that require to be visible for all screens,
- // are defined in screens.h (i.e. currentScreen)
-
- //----------------------------------------------------------------------------------
- // Local Functions Declaration
- //----------------------------------------------------------------------------------
- static void ChangeToScreen(int screen); // No transition effect
-
- static void TransitionToScreen(int screen);
- static void UpdateTransition(void);
- static void DrawTransition(void);
-
- static void UpdateDrawFrame(void); // Update and Draw one frame
-
- //----------------------------------------------------------------------------------
- // Main entry point
- //----------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //---------------------------------------------------------
- #ifndef PLATFORM_ANDROID
- SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE);
- #endif
- // Note windowTitle is unused on Android
- InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
-
- // Global data loading (assets that must be available in all screens, i.e. fonts)
- InitAudioDevice();
-
- music = LoadMusicStream("resources/audio/music_title.ogg");
- fxButton = LoadSound("resources/audio/fx_newspaper.ogg");
-
- SetMusicVolume(music, 1.0f);
- PlayMusicStream(music);
-
- fontMission = LoadSpriteFontEx("resources/fonts/traveling_typewriter.ttf", 64, 250, 0);
- texButton = LoadTexture("resources/textures/title_ribbon.png");
-
- // UI BUTTON
- recButton.width = texButton.width;
- recButton.height = texButton.height;
- recButton.x = screenWidth - recButton.width;
- recButton.y = screenHeight - recButton.height - 50;
- fadeButton = 0.8f;
- colorButton = RED;
- textPositionButton = (Vector2){recButton.x + recButton.width/2, recButton.y + recButton.height/2};
- fontSizeButton = 30;
- textColorButton = WHITE;
-
- currentMission = 0;
- totalMissions = 4;
-
- // Setup and Init first screen
- currentScreen = LOGO;
- InitLogoScreen();
-
- #if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
- #else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
- #endif
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // Unload current screen data before closing
- switch (currentScreen)
- {
- case LOGO: UnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case MISSION: UnloadMissionScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- case ENDING: UnloadEndingScreen(); break;
- default: break;
- }
-
- // Unload all global loaded data (i.e. fonts) here!
- UnloadMusicStream(music);
- UnloadSound(fxButton);
-
- UnloadSpriteFont(fontMission);
- UnloadTexture(texButton);
-
- CloseAudioDevice(); // Close audio context
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- //----------------------------------------------------------------------------------
- // Module specific Functions Definition
- //----------------------------------------------------------------------------------
-
- // Change to next screen, no transition
- static void ChangeToScreen(int screen)
- {
- // Unload current screen
- switch (currentScreen)
- {
- case LOGO: UnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case MISSION: UnloadMissionScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- case ENDING: UnloadEndingScreen(); break;
- default: break;
- }
-
- // Init next screen
- switch (screen)
- {
- case LOGO: InitLogoScreen(); break;
- case TITLE: InitTitleScreen(); break;
- case MISSION: InitMissionScreen(); break;
- case GAMEPLAY: InitGameplayScreen(); break;
- case ENDING: InitEndingScreen(); break;
- default: break;
- }
-
- currentScreen = screen;
- }
-
- // Define transition to next screen
- static void TransitionToScreen(int screen)
- {
- onTransition = true;
- transFadeOut = false;
- transFromScreen = currentScreen;
- transToScreen = screen;
- transAlpha = 0.0f;
- }
-
- // Update transition effect
- static void UpdateTransition(void)
- {
- if (!transFadeOut)
- {
- transAlpha += 0.02f;
-
- // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
- // For that reason we compare against 1.01f, to avoid last frame loading stop
- if (transAlpha > 1.01f)
- {
- transAlpha = 1.0f;
-
- // Unload current screen
- switch (transFromScreen)
- {
- case LOGO: UnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case MISSION: UnloadMissionScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- case ENDING: UnloadEndingScreen(); break;
- default: break;
- }
-
- // Load next screen
- switch (transToScreen)
- {
- case LOGO: InitLogoScreen(); break;
- case TITLE: InitTitleScreen(); break;
- case MISSION: InitMissionScreen(); break;
- case GAMEPLAY: InitGameplayScreen(); break;
- case ENDING: InitEndingScreen(); break;
- default: break;
- }
-
- currentScreen = transToScreen;
-
- // Activate fade out effect to next loaded screen
- transFadeOut = true;
- }
- }
- else // Transition fade out logic
- {
- transAlpha -= 0.02f;
-
- if (transAlpha < -0.01f)
- {
- transAlpha = 0.0f;
- transFadeOut = false;
- onTransition = false;
- transFromScreen = -1;
- transToScreen = -1;
- }
- }
- }
-
- // Draw transition effect (full-screen rectangle)
- static void DrawTransition(void)
- {
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
- }
-
- // Update and draw game frame
- static void UpdateDrawFrame(void)
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateMusicStream(music); // NOTE: Music keeps playing between screens
-
- if (!onTransition)
- {
- switch(currentScreen)
- {
- case LOGO:
- {
- UpdateLogoScreen();
-
- if (FinishLogoScreen()) TransitionToScreen(TITLE);
-
- } break;
- case TITLE:
- {
- UpdateTitleScreen();
-
- if (FinishTitleScreen())
- {
- StopMusicStream(music);
- TransitionToScreen(MISSION);
- }
-
- } break;
- case MISSION:
- {
- UpdateMissionScreen();
-
- if (FinishMissionScreen())
- {
- StopMusicStream(music);
- TransitionToScreen(GAMEPLAY);
- }
-
- } break;
- case GAMEPLAY:
- {
- UpdateGameplayScreen();
-
- if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
- //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
-
- } break;
- case ENDING:
- {
- UpdateEndingScreen();
-
- if (FinishEndingScreen() == 1) // Continue to next mission
- {
- TransitionToScreen(MISSION);
- }
- else if (FinishEndingScreen() == 2) // Replay current mission
- {
- PlayMusicStream(music);
- TransitionToScreen(TITLE);
- }
-
- } break;
- default: break;
- }
- }
- else UpdateTransition(); // Update transition (fade-in, fade-out)
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- switch(currentScreen)
- {
- case LOGO: DrawLogoScreen(); break;
- case TITLE: DrawTitleScreen(); break;
- case MISSION: DrawMissionScreen(); break;
- case GAMEPLAY: DrawGameplayScreen(); break;
- case ENDING: DrawEndingScreen(); break;
- default: break;
- }
-
- // Draw full screen rectangle in front of everything
- if (onTransition) DrawTransition();
-
- //DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // Load missions from text file
- Mission *LoadMissions(const char *fileName)
- {
- Mission *missions = NULL;
- char buffer[512];
-
- int missionsCount = 0;
-
- FILE *misFile = fopen(fileName, "rt");
-
- if (misFile == NULL) printf("[%s] Missions file could not be opened\n", fileName);
- else
- {
- // First pass to get total missions count
- while (!feof(misFile))
- {
- fgets(buffer, 512, misFile);
-
- switch (buffer[0])
- {
- case 't': sscanf(buffer, "t %i", &missionsCount); break;
- default: break;
- }
- }
-
- if (missionsCount > 0) missions = (Mission *)malloc(missionsCount*sizeof(Mission));
- else return NULL;
-
- rewind(misFile); // Return to the beginning of the file, to read again
-
- int missionNum = 0;
-
- while (!feof(misFile))
- {
- fgets(buffer, 512, misFile);
-
- if (missionNum < missionsCount)
- {
- switch (buffer[0])
- {
- case 'b':
- {
- // New mission brief starts!
- missions[missionNum].id = missionNum;
- sscanf(buffer, "b %[^\n]s", missions[missionNum].brief);
- } break;
- case 'k': sscanf(buffer, "k %[^\n]s", missions[missionNum].key); break;
- case 'm':
- {
- // NOTE: Message is loaded as is, needs to be processed!
- sscanf(buffer, "m %[^\n]s", missions[missionNum].msg);
- } break;
- case 's':
- {
- sscanf(buffer, "s %i %i %i %i %i %i %i %i",
- &missions[missionNum].sols[0],
- &missions[missionNum].sols[1],
- &missions[missionNum].sols[2],
- &missions[missionNum].sols[3],
- &missions[missionNum].sols[4],
- &missions[missionNum].sols[5],
- &missions[missionNum].sols[6],
- &missions[missionNum].sols[7]);
-
- missions[missionNum].wordsCount = 0;
-
- for (int i = 0; i < 8; i++)
- {
- if (missions[missionNum].sols[i] > -1)
- {
- missions[missionNum].wordsCount++;
- }
- }
-
- TraceLog(LOG_WARNING, "Mission %i - Words count %i", missionNum, missions[missionNum].wordsCount);
-
- missionNum++;
- } break;
- default: break;
- }
- }
- }
-
- if (missionsCount != missionNum) TraceLog(LOG_WARNING, "Missions count and loaded missions don't match!");
- }
-
- fclose(misFile);
-
- if (missions != NULL)
- {
- TraceLog(LOG_INFO, "Missions loaded: %i", missionsCount);
- TraceLog(LOG_INFO, "Missions loaded successfully!");
- }
-
- return missions;
- }
-
- bool IsButtonPressed()
- {
- if (CheckCollisionPointRec(GetMousePosition(), recButton))
- {
- fadeButton = 1.0f;
-
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsGestureDetected(GESTURE_TAP))
- {
- PlaySound(fxButton);
- return true;
- }
- }
- else fadeButton = 0.80f;
-
- return false;
- }
-
- void DrawButton(const char *text)
- {
- //DrawRectangleRec(recButton, Fade(colorButton, fadeButton));
- DrawTexturePro(texButton, (Rectangle){0,0,texButton.width, texButton.height}, recButton, (Vector2){0,0},0, Fade(WHITE, fadeButton));
- Vector2 measure = MeasureTextEx(fontMission, text, fontSizeButton, 0);
- Vector2 textPos = {textPositionButton.x - measure.x/2 + 10, textPositionButton.y - measure.y/2 - 10};
- DrawTextEx(fontMission, text, textPos , fontSizeButton, 0, textColorButton);
- }
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