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  1. /*******************************************************************************************
  2. *
  3. * GLOBAL GAME JAM 2017 - WAVE COLLECTOR
  4. *
  5. * The ultimate wave particles collector is here!
  6. * You must follow the wave and collect all the particles
  7. * The level is actually the wave and the wave is the level!
  8. * Be fast! Be smart! Be the best wave collector!
  9. *
  10. * This game has been created using raylib v1.7 (www.raylib.com)
  11. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  12. *
  13. * Copyright (c) 2017 Ramon Santamaria (@raysan5)
  14. *
  15. ********************************************************************************************/
  16. #include "raylib.h"
  17. #include "screens/screens.h" // NOTE: Defines global variable: currentScreen
  18. #include <stdlib.h>
  19. #include <stdio.h> // Required for: printf()
  20. #include <string.h> // Required for: strcpy()
  21. #if defined(PLATFORM_WEB)
  22. #include <emscripten/emscripten.h>
  23. #endif
  24. //----------------------------------------------------------------------------------
  25. // Global Variables Definition (local to this module)
  26. //----------------------------------------------------------------------------------
  27. const int screenWidth = 1280;
  28. const int screenHeight = 720;
  29. // Required variables to manage screen transitions (fade-in, fade-out)
  30. static float transAlpha = 0.0f;
  31. static bool onTransition = false;
  32. static bool transFadeOut = false;
  33. static int transFromScreen = -1;
  34. static int transToScreen = -1;
  35. // NOTE: Some global variables that require to be visible for all screens,
  36. // are defined in screens.h (i.e. currentScreen)
  37. //----------------------------------------------------------------------------------
  38. // Local Functions Declaration
  39. //----------------------------------------------------------------------------------
  40. static void ChangeToScreen(int screen); // No transition effect
  41. static void TransitionToScreen(int screen);
  42. static void UpdateTransition(void);
  43. static void DrawTransition(void);
  44. static void UpdateDrawFrame(void); // Update and Draw one frame
  45. //----------------------------------------------------------------------------------
  46. // Main entry point
  47. //----------------------------------------------------------------------------------
  48. int main(int argc, char *argv[])
  49. {
  50. // Initialization
  51. //---------------------------------------------------------
  52. #if !defined(PLATFORM_WEB)
  53. // TODO: Support for dropped files on the exe
  54. // Support command line argument for custom music file
  55. if (argc > 1)
  56. {
  57. // Just supporting an input argument parameter!!! o__O
  58. if ((IsFileExtension(argv[1], ".ogg")) ||
  59. (IsFileExtension(argv[1], ".wav")))
  60. {
  61. if (sampleFilename != NULL) free(sampleFilename);
  62. sampleFilename = (char *)malloc(256);
  63. strcpy(sampleFilename, argv[1]);
  64. printf("Custom audio file: %s", sampleFilename);
  65. }
  66. }
  67. #endif
  68. SetConfigFlags(FLAG_MSAA_4X_HINT);
  69. InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
  70. // Global data loading (assets that must be available in all screens, i.e. fonts)
  71. InitAudioDevice();
  72. font = LoadSpriteFont("resources/font.fnt");
  73. music = LoadMusicStream("resources/audio/wave.ogg");
  74. SetMusicVolume(music, 1.0f);
  75. // Setup and Init first screen
  76. currentScreen = LOGO;
  77. InitLogoScreen();
  78. //InitTitleScreen();
  79. //InitGameplayScreen();
  80. //InitEndingScreen();
  81. #if defined(PLATFORM_WEB)
  82. emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
  83. #else
  84. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  85. //--------------------------------------------------------------------------------------
  86. // Main game loop
  87. while (!WindowShouldClose()) // Detect window close button or ESC key
  88. {
  89. UpdateDrawFrame();
  90. }
  91. #endif
  92. // De-Initialization
  93. //--------------------------------------------------------------------------------------
  94. switch (currentScreen)
  95. {
  96. case LOGO: UnloadLogoScreen(); break;
  97. case TITLE: UnloadTitleScreen(); break;
  98. case GAMEPLAY: UnloadGameplayScreen(); break;
  99. case ENDING: UnloadEndingScreen(); break;
  100. default: break;
  101. }
  102. // Unload all global loaded data (i.e. fonts) here!
  103. UnloadSpriteFont(font);
  104. UnloadMusicStream(music);
  105. CloseAudioDevice(); // Close audio context
  106. CloseWindow(); // Close window and OpenGL context
  107. //--------------------------------------------------------------------------------------
  108. return 0;
  109. }
  110. //----------------------------------------------------------------------------------
  111. // Module specific Functions Definition
  112. //----------------------------------------------------------------------------------
  113. // Change to next screen, no transition
  114. static void ChangeToScreen(int screen)
  115. {
  116. // Unload current screen
  117. switch (currentScreen)
  118. {
  119. case LOGO: UnloadLogoScreen(); break;
  120. case TITLE: UnloadTitleScreen(); break;
  121. case GAMEPLAY: UnloadGameplayScreen(); break;
  122. case ENDING: UnloadEndingScreen(); break;
  123. default: break;
  124. }
  125. // Init next screen
  126. switch (screen)
  127. {
  128. case LOGO: InitLogoScreen(); break;
  129. case TITLE: InitTitleScreen(); break;
  130. case GAMEPLAY: InitGameplayScreen(); break;
  131. case ENDING: InitEndingScreen(); break;
  132. default: break;
  133. }
  134. currentScreen = screen;
  135. }
  136. // Define transition to next screen
  137. static void TransitionToScreen(int screen)
  138. {
  139. onTransition = true;
  140. transFadeOut = false;
  141. transFromScreen = currentScreen;
  142. transToScreen = screen;
  143. transAlpha = 0.0f;
  144. }
  145. // Update transition effect
  146. static void UpdateTransition(void)
  147. {
  148. if (!transFadeOut)
  149. {
  150. transAlpha += 0.05f;
  151. // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
  152. // For that reason we compare against 1.01f, to avoid last frame loading stop
  153. if ((int)transAlpha >= 1)
  154. {
  155. transAlpha = 1.0f;
  156. // Unload current screen
  157. switch (transFromScreen)
  158. {
  159. case LOGO: UnloadLogoScreen(); break;
  160. case TITLE: UnloadTitleScreen(); break;
  161. case GAMEPLAY: UnloadGameplayScreen(); break;
  162. case ENDING: UnloadEndingScreen(); break;
  163. default: break;
  164. }
  165. // Load next screen
  166. switch (transToScreen)
  167. {
  168. case LOGO: InitLogoScreen(); break;
  169. case TITLE: InitTitleScreen(); break;
  170. case GAMEPLAY: InitGameplayScreen(); break;
  171. case ENDING: InitEndingScreen(); break;
  172. default: break;
  173. }
  174. currentScreen = transToScreen;
  175. // Activate fade out effect to next loaded screen
  176. transFadeOut = true;
  177. }
  178. }
  179. else // Transition fade out logic
  180. {
  181. transAlpha -= 0.05f;
  182. if ((int)transAlpha <= 0)
  183. {
  184. transAlpha = 0.0f;
  185. transFadeOut = false;
  186. onTransition = false;
  187. transFromScreen = -1;
  188. transToScreen = -1;
  189. }
  190. }
  191. }
  192. // Draw transition effect (full-screen rectangle)
  193. static void DrawTransition(void)
  194. {
  195. DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha));
  196. }
  197. // Update and draw game frame
  198. static void UpdateDrawFrame(void)
  199. {
  200. // Update
  201. //----------------------------------------------------------------------------------
  202. if (!onTransition)
  203. {
  204. switch(currentScreen)
  205. {
  206. case LOGO:
  207. {
  208. UpdateLogoScreen();
  209. if (FinishLogoScreen()) TransitionToScreen(TITLE);
  210. } break;
  211. case TITLE:
  212. {
  213. UpdateTitleScreen();
  214. if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
  215. } break;
  216. case GAMEPLAY:
  217. {
  218. UpdateGameplayScreen();
  219. if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
  220. //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
  221. } break;
  222. case ENDING:
  223. {
  224. UpdateEndingScreen();
  225. if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
  226. } break;
  227. default: break;
  228. }
  229. }
  230. else UpdateTransition(); // Update transition (fade-in, fade-out)
  231. // TODO: Review! It breaks the game... issues with audio buffering...
  232. if (currentScreen != ENDING) UpdateMusicStream(music);
  233. //----------------------------------------------------------------------------------
  234. // Draw
  235. //----------------------------------------------------------------------------------
  236. BeginDrawing();
  237. ClearBackground(RAYWHITE);
  238. switch(currentScreen)
  239. {
  240. case LOGO: DrawLogoScreen(); break;
  241. case TITLE: DrawTitleScreen(); break;
  242. case GAMEPLAY: DrawGameplayScreen(); break;
  243. case ENDING: DrawEndingScreen(); break;
  244. default: break;
  245. }
  246. // Draw full screen rectangle in front of everything
  247. if (onTransition) DrawTransition();
  248. EndDrawing();
  249. //----------------------------------------------------------------------------------
  250. }