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- /**********************************************************************************************
- *
- * raylib - Advance Game template
- *
- * Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
- *
- * Copyright (c) 2014-2018 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.
- *
- **********************************************************************************************/
-
- #include "raylib.h"
- #include "screens.h"
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition (local to this module)
- //----------------------------------------------------------------------------------
-
- // Gameplay screen global variables
- static int framesCounter;
- static int finishScreen;
-
- //----------------------------------------------------------------------------------
- // Gameplay Screen Functions Definition
- //----------------------------------------------------------------------------------
-
- // Gameplay Screen Initialization logic
- void InitGameplayScreen(void)
- {
- // TODO: Initialize GAMEPLAY screen variables here!
- framesCounter = 0;
- finishScreen = 0;
- }
-
- // Gameplay Screen Update logic
- void UpdateGameplayScreen(void)
- {
- // TODO: Update GAMEPLAY screen variables here!
-
- // Press enter or tap to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- finishScreen = 1;
- PlaySound(fxCoin);
- }
- }
-
- // Gameplay Screen Draw logic
- void DrawGameplayScreen(void)
- {
- // TODO: Draw GAMEPLAY screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
- DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON);
- DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
- }
-
- // Gameplay Screen Unload logic
- void UnloadGameplayScreen(void)
- {
- // TODO: Unload GAMEPLAY screen variables here!
- }
-
- // Gameplay Screen should finish?
- int FinishGameplayScreen(void)
- {
- return finishScreen;
- }
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