@ -0,0 +1,20 @@ | |||
| |||
This game sources are licensed under an unmodified zlib/libpng license, | |||
which is an OSI-certified, BSD-like license: | |||
Copyright (c) 2013-2019 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. |
@ -0,0 +1,331 @@ | |||
#************************************************************************************************** | |||
# | |||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 | |||
# | |||
# Copyright (c) 2013-2018 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. | |||
# | |||
#************************************************************************************************** | |||
.PHONY: all clean | |||
# Define required raylib variables | |||
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop() | |||
PLATFORM ?= PLATFORM_DESKTOP | |||
RAYLIB_PATH ?= C:/GitHub/raylib | |||
PROJECT_NAME ?= roomba | |||
# Default path for raylib on Raspberry Pi, if installed in different path, update it! | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
RAYLIB_PATH ?= /home/pi/raylib | |||
endif | |||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) | |||
RAYLIB_LIBTYPE ?= STATIC | |||
# Use external GLFW library instead of rglfw module | |||
USE_EXTERNAL_GLFW ?= FALSE | |||
# Use Wayland display server protocol on Linux desktop | |||
# by default it uses X11 windowing system | |||
USE_WAYLAND_DISPLAY ?= FALSE | |||
# NOTE: On PLATFORM_WEB OpenAL Soft backend is used by default (check raylib/src/Makefile) | |||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! | |||
# ifeq ($(UNAME),Msys) -> Windows | |||
ifeq ($(OS),Windows_NT) | |||
PLATFORM_OS=WINDOWS | |||
else | |||
UNAMEOS=$(shell uname) | |||
ifeq ($(UNAMEOS),Linux) | |||
PLATFORM_OS=LINUX | |||
endif | |||
ifeq ($(UNAMEOS),FreeBSD) | |||
PLATFORM_OS=BSD | |||
endif | |||
ifeq ($(UNAMEOS),OpenBSD) | |||
PLATFORM_OS=BSD | |||
endif | |||
ifeq ($(UNAMEOS),NetBSD) | |||
PLATFORM_OS=BSD | |||
endif | |||
ifeq ($(UNAMEOS),DragonFly) | |||
PLATFORM_OS=BSD | |||
endif | |||
ifeq ($(UNAMEOS),Darwin) | |||
PLATFORM_OS=OSX | |||
endif | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
UNAMEOS=$(shell uname) | |||
ifeq ($(UNAMEOS),Linux) | |||
PLATFORM_OS=LINUX | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_WEB) | |||
# Emscripten required variables | |||
EMSDK_PATH = C:/emsdk | |||
EMSCRIPTEN_VERSION = 1.38.20 | |||
CLANG_VERSION = e1.38.20_64bit | |||
PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64 | |||
NODE_VERSION = 8.9.1_64bit | |||
export PATH = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH) | |||
EMSCRIPTEN = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION) | |||
endif | |||
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/release/libs | |||
# Define raylib release directory for compiled library | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
ifeq ($(PLATFORM_OS),WINDOWS) | |||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/win32/mingw32 | |||
endif | |||
ifeq ($(PLATFORM_OS),LINUX) | |||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/linux | |||
endif | |||
ifeq ($(PLATFORM_OS),OSX) | |||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/osx | |||
endif | |||
ifeq ($(PLATFORM_OS),BSD) | |||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/bsd | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/rpi | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_WEB) | |||
RAYLIB_RELEASE_PATH = . | |||
endif | |||
# Define default C compiler: gcc | |||
# NOTE: define g++ compiler if using C++ | |||
CC = gcc | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
ifeq ($(PLATFORM_OS),OSX) | |||
# OSX default compiler | |||
CC = clang | |||
endif | |||
ifeq ($(PLATFORM_OS),BSD) | |||
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler | |||
CC = clang | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) | |||
# Define RPI cross-compiler | |||
#CC = armv6j-hardfloat-linux-gnueabi-gcc | |||
CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_WEB) | |||
# HTML5 emscripten compiler | |||
CC = emcc | |||
endif | |||
# Define default make program: Mingw32-make | |||
MAKE = mingw32-make | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
ifeq ($(PLATFORM_OS),LINUX) | |||
MAKE = make | |||
endif | |||
endif | |||
# Define compiler flags: | |||
# -O1 defines optimization level | |||
# -g enable debugging | |||
# -s strip unnecessary data from build | |||
# -Wall turns on most, but not all, compiler warnings | |||
# -std=c99 defines C language mode (standard C from 1999 revision) | |||
# -std=gnu99 defines C language mode (GNU C from 1999 revision) | |||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119) | |||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec | |||
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces | |||
# Additional flags for compiler (if desired) | |||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
ifeq ($(PLATFORM_OS),WINDOWS) | |||
# resources file contains windows exe icon | |||
# -Wl,--subsystem,windows hides the console window | |||
CFLAGS += $(RAYLIB_PATH)/raylib.rc.data -Wl,--subsystem,windows | |||
endif | |||
ifeq ($(PLATFORM_OS),LINUX) | |||
CFLAGS += -D_DEFAULT_SOURCE | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
CFLAGS += -std=gnu99 | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_WEB) | |||
# -O2 # if used, also set --memory-init-file 0 | |||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem) | |||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing | |||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) | |||
# -s USE_PTHREADS=1 # multithreading support | |||
# -s WASM=1 # support Web Assembly (https://github.com/kripken/emscripten/wiki/WebAssembly) | |||
# --preload-file resources # specify a resources folder for data compilation | |||
# -s ASSERTIONS=1 --profiling | |||
CFLAGS += -s USE_GLFW=3 -s WASM=1 -s TOTAL_MEMORY=16777216 --preload-file resources | |||
# Define a custom shell .html and output extension | |||
CFLAGS += --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html | |||
EXT = .html | |||
endif | |||
# Define include paths for required headers | |||
# NOTE: Several external required libraries (stb and others) | |||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external | |||
# Define additional directories containing required header files | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
# RPI requried libraries | |||
INCLUDE_PATHS += -I/opt/vc/include | |||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux | |||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads | |||
endif | |||
# Define library paths containing required libs | |||
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
ifeq ($(PLATFORM_OS),BSD) | |||
INCLUDE_PATHS += -I/usr/local/include | |||
LDFLAGS += -L. -Lsrc -L/usr/local/lib | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
LDFLAGS += -L/opt/vc/lib | |||
endif | |||
# Define any libraries required on linking | |||
# if you want to link libraries (libname.so or libname.a), use the -lname | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
ifeq ($(PLATFORM_OS),WINDOWS) | |||
# Libraries for Windows desktop compilation | |||
LDLIBS = -lraylib -lopengl32 -lgdi32 | |||
# Required for physac examples | |||
#LDLIBS += -static -lpthread | |||
endif | |||
ifeq ($(PLATFORM_OS),LINUX) | |||
# Libraries for Debian GNU/Linux desktop compiling | |||
# NOTE: Required packages: libegl1-mesa-dev | |||
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt | |||
# On X11 requires also below libraries | |||
LDLIBS += -lX11 | |||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them | |||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor | |||
# On Wayland windowing system, additional libraries requires | |||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE) | |||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon | |||
endif | |||
endif | |||
ifeq ($(PLATFORM_OS),OSX) | |||
# Libraries for OSX 10.9 desktop compiling | |||
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev | |||
LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa | |||
endif | |||
ifeq ($(PLATFORM_OS),BSD) | |||
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling | |||
# NOTE: Required packages: mesa-libs | |||
LDLIBS = -lraylib -lGL -lpthread -lm | |||
# On XWindow requires also below libraries | |||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor | |||
endif | |||
ifeq ($(USE_EXTERNAL_GLFW),TRUE) | |||
# NOTE: It could require additional packages installed: libglfw3-dev | |||
LDLIBS += -lglfw | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
# Libraries for Raspberry Pi compiling | |||
# NOTE: Required packages: libasound2-dev (ALSA) | |||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_WEB) | |||
# Libraries for web (HTML5) compiling | |||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc | |||
endif | |||
# Define all source files required | |||
PROJECT_SOURCE_FILES ?= roomba.c \ | |||
screens/screen_logo.c \ | |||
screens/screen_title.c \ | |||
screens/screen_gameplay.c \ | |||
screens/screen_ending.c | |||
# Define all object files from source files | |||
OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES)) | |||
# For Android platform we call a custom Makefile.Android | |||
ifeq ($(PLATFORM),PLATFORM_ANDROID) | |||
MAKEFILE_PARAMS = -f Makefile.Android | |||
export PROJECT_NAME | |||
export PROJECT_SOURCE_FILES | |||
else | |||
MAKEFILE_PARAMS = $(PROJECT_NAME) | |||
endif | |||
# Default target entry | |||
# NOTE: We call this Makefile target or Makefile.Android target | |||
all: | |||
$(MAKE) $(MAKEFILE_PARAMS) | |||
# Project target defined by PROJECT_NAME | |||
$(PROJECT_NAME): $(OBJS) | |||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) | |||
# Compile source files | |||
# NOTE: This pattern will compile every module defined on $(OBJS) | |||
%.o: %.c | |||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) | |||
# Clean everything | |||
clean: | |||
ifeq ($(PLATFORM),PLATFORM_DESKTOP) | |||
ifeq ($(PLATFORM_OS),WINDOWS) | |||
del *.o *.exe /s | |||
endif | |||
ifeq ($(PLATFORM_OS),LINUX) | |||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f | |||
endif | |||
ifeq ($(PLATFORM_OS),OSX) | |||
find . -type f -perm +ugo+x -delete | |||
rm -f *.o | |||
endif | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_RPI) | |||
find . -type f -executable -delete | |||
rm -f *.o | |||
endif | |||
ifeq ($(PLATFORM),PLATFORM_WEB) | |||
del *.o *.html *.js | |||
endif | |||
@echo Cleaning done | |||
@ -0,0 +1,298 @@ | |||
#************************************************************************************************** | |||
# | |||
# raylib makefile for Android project (APK building) | |||
# | |||
# Copyright (c) 2017 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. | |||
# | |||
#************************************************************************************************** | |||
# Define required raylib variables | |||
PLATFORM ?= PLATFORM_ANDROID | |||
RAYLIB_PATH ?= ..\.. | |||
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version | |||
ANDROID_ARCH ?= ARM | |||
ANDROID_API_VERSION = 21 | |||
ifeq ($(ANDROID_ARCH),ARM) | |||
ANDROID_ARCH_NAME = armeabi-v7a | |||
endif | |||
ifeq ($(ANDROID_ARCH),ARM64) | |||
ANDROID_ARCH_NAME = arm64-v8a | |||
endif | |||
# Required path variables | |||
# NOTE: JAVA_HOME must be set to JDK | |||
JAVA_HOME ?= C:/JavaJDK | |||
ANDROID_HOME = C:/android-sdk | |||
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION) | |||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1 | |||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools | |||
# Android project configuration variables | |||
PROJECT_NAME ?= raylib_game | |||
PROJECT_LIBRARY_NAME ?= main | |||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) | |||
PROJECT_RESOURCES_PATH ?= resources | |||
PROJECT_SOURCE_FILES ?= raylib_game.c | |||
# Some source files are placed in directories, when compiling to some | |||
# output directory other than source, that directory must pre-exist. | |||
# Here we get a list of required folders that need to be created on | |||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors. | |||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES))) | |||
# Android app configuration variables | |||
APP_LABEL_NAME ?= rGame | |||
APP_COMPANY_NAME ?= raylib | |||
APP_PRODUCT_NAME ?= rgame | |||
APP_VERSION_CODE ?= 1 | |||
APP_VERSION_NAME ?= 1.0 | |||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png | |||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png | |||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png | |||
APP_SCREEN_ORIENTATION ?= landscape | |||
APP_KEYSTORE_PASS ?= raylib | |||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) | |||
RAYLIB_LIBTYPE ?= STATIC | |||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\$(ANDROID_ARCH_NAME) | |||
# Shared libs must be added to APK if required | |||
# NOTE: Generated NativeLoader.java automatically load those libraries | |||
ifeq ($(RAYLIB_LIBTYPE),SHARED) | |||
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so | |||
endif | |||
# Compiler and archiver | |||
# NOTE: GCC is being deprecated in Android NDK r16 | |||
ifeq ($(ANDROID_ARCH),ARM) | |||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang | |||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar | |||
endif | |||
ifeq ($(ANDROID_ARCH),ARM64) | |||
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang | |||
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar | |||
endif | |||
# Compiler flags for arquitecture | |||
ifeq ($(ANDROID_ARCH),ARM) | |||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 | |||
endif | |||
ifeq ($(ANDROID_ARCH),ARM64) | |||
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 | |||
endif | |||
# Compilation functions attributes options | |||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC | |||
# Compiler options for the linker | |||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes | |||
# Preprocessor macro definitions | |||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) | |||
# Paths containing required header files | |||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue | |||
# Linker options | |||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a | |||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings | |||
# Force linking of library module to define symbol | |||
LDFLAGS += -u ANativeActivity_onCreate | |||
# Library paths containing required libs | |||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib | |||
# Define any libraries to link into executable | |||
# if you want to link libraries (libname.so or libname.a), use the -lname | |||
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl | |||
# Generate target objects list from PROJECT_SOURCE_FILES | |||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES)) | |||
# Android APK building process... some steps required... | |||
# NOTE: typing 'make' will invoke the default target entry called 'all', | |||
all: create_temp_project_dirs \ | |||
copy_project_required_libs \ | |||
copy_project_resources \ | |||
generate_loader_script \ | |||
generate_android_manifest \ | |||
generate_apk_keystore \ | |||
config_project_package \ | |||
compile_project_code \ | |||
compile_project_class \ | |||
compile_project_class_dex \ | |||
create_project_apk_package \ | |||
sign_project_apk_package \ | |||
zipalign_project_apk_package | |||
# Create required temp directories for APK building | |||
create_temp_project_dirs: | |||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) | |||
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj | |||
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src | |||
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com | |||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) | |||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) | |||
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib | |||
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) | |||
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin | |||
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res | |||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi | |||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi | |||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi | |||
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values | |||
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets | |||
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) | |||
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens | |||
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) | |||
define create_dir | |||
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) | |||
endef | |||
# Copy required shared libs for integration into APK | |||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java | |||
copy_project_required_libs: | |||
ifeq ($(RAYLIB_LIBTYPE),SHARED) | |||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so | |||
endif | |||
ifeq ($(RAYLIB_LIBTYPE),STATIC) | |||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a | |||
endif | |||
# Copy project required resources: strings.xml, icon.png, assets | |||
# NOTE: Required strings.xml is generated and game resources are copied to assets folder | |||
# TODO: Review xcopy usage, it can not be found in some systems! | |||
copy_project_resources: | |||
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y | |||
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y | |||
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y | |||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml | |||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml | |||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F | |||
# Generate NativeLoader.java to load required shared libraries | |||
# NOTE: Probably not the bet way to generate this file... but it works. | |||
generate_loader_script: | |||
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
ifeq ($(RAYLIB_LIBTYPE),SHARED) | |||
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
endif | |||
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
# Generate AndroidManifest.xml with all the required options | |||
# NOTE: Probably not the bet way to generate this file... but it works. | |||
generate_android_manifest: | |||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml | |||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore | |||
# NOTE: Configure here your Distinguished Names (-dname) if required! | |||
generate_apk_keystore: | |||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA | |||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml | |||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java | |||
config_project_package: | |||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar | |||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a | |||
compile_native_app_glue: | |||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) | |||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o | |||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so | |||
compile_project_code: $(OBJS) | |||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) | |||
# Compile all .c files required into object (.o) files | |||
# NOTE: Those files will be linked into a shared library | |||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c | |||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot | |||
# Compile project .java code into .class (Java bytecode) | |||
compile_project_class: | |||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |||
# Compile .class files into Dalvik executable bytecode (.dex) | |||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT) | |||
compile_project_class_dex: | |||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj | |||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk | |||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so | |||
# NOTE: Use -A resources to define additional directory in which to find raw asset files | |||
create_project_apk_package: | |||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin | |||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) | |||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk | |||
sign_project_apk_package: | |||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key | |||
# Create zip-aligned APK package: $(PROJECT_NAME).apk | |||
zipalign_project_apk_package: | |||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk | |||
# Install $(PROJECT_NAME).apk to default emulator/device | |||
# NOTE: Use -e (emulator) or -d (device) parameters if required | |||
install: | |||
$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk | |||
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) | |||
check_device_abi: | |||
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi | |||
# Monitorize output log coming from device, only raylib tag | |||
logcat: | |||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c | |||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S | |||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device | |||
deploy: | |||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk | |||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c | |||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S | |||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W | |||
# Clean everything | |||
clean: | |||
del $(PROJECT_BUILD_PATH)\* /f /s /q | |||
rmdir $(PROJECT_BUILD_PATH) /s /q | |||
@echo Cleaning done |
@ -0,0 +1,16 @@ | |||
1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,0,0,1,1,1,1,1,1,1,1, | |||
1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,0,0,1,1,1,1,1,1,1,1, | |||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, | |||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, | |||
0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1, | |||
0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,0,0,1,1,1,1,0,0, | |||
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,0,0,1,1,1,1,0,0, | |||
0,0,1,1,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0, | |||
1,1,1,1,2,2,2,2,2,2,2,2,0,0,1,1,1,2,2,2,1,1,1,1,0,0,0,0,0,0,0,0, | |||
1,1,1,1,2,2,2,2,2,2,2,2,0,0,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1, | |||
1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, | |||
1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1, | |||
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1, | |||
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1, | |||
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1, | |||
0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0 |
@ -0,0 +1,34 @@ | |||
.furniture | |||
.state: 0-Block, 1-Alpha, 2-Breakable | |||
.f setId cellX cellY state counter | |||
.puff and sits | |||
f 3 0 4 0 0 | |||
f 3 13 0 0 0 | |||
f 3 22 0 0 0 | |||
f 3 21 11 0 0 | |||
f 2 19 15 0 0 | |||
f 2 30 5 0 0 | |||
f 4 12 4 0 0 | |||
.wood pieces | |||
f 26 3 0 0 0 | |||
f 27 4 10 0 0 | |||
f 27 24 7 0 0 | |||
f 17 30 15 0 0 | |||
.kitchen | |||
f 11 0 15 0 0 | |||
f 13 0 12 0 0 | |||
.sofa and bed (alpha) | |||
f 14 4 7 1 0 | |||
f 10 24 11 1 0 | |||
.glass and tables (alpha) | |||
f 9 17 4 1 0 | |||
f 16 6 4 1 0 | |||
f 16 10 15 1 0 | |||
f 15 22 15 1 0 | |||
.plants (breakable) | |||
f 6 0 6 2 1800 | |||
f 6 12 10 2 1800 | |||
f 7 17 0 2 1200 | |||
f 7 15 15 2 1200 | |||
f 8 13 15 2 2000 | |||
f 8 24 5 2 2000 |
@ -0,0 +1,37 @@ | |||
.tileset | |||
.first line | |||
f 0 0 0 2 2 | |||
f 1 2 0 2 2 | |||
f 2 4 0 2 2 | |||
f 3 6 0 2 2 | |||
f 4 8 0 2 2 | |||
f 5 10 0 2 2 | |||
f 6 12 0 2 2 | |||
f 7 14 0 2 2 | |||
f 8 16 0 2 2 | |||
f 9 18 0 5 6 | |||
f 10 23 0 6 6 | |||
.second line | |||
f 11 0 2 10 2 | |||
f 12 10 2 7 3 | |||
.third line | |||
f 13 0 4 2 3 | |||
f 14 2 4 8 3 | |||
f 15 10 5 2 2 | |||
f 16 12 5 3 2 | |||
f 17 15 5 2 2 | |||
.cups | |||
f 18 17 6 1 1 | |||
f 19 18 6 1 1 | |||
f 20 19 6 1 1 | |||
f 21 20 6 1 1 | |||
f 22 21 6 1 1 | |||
f 23 22 6 1 1 | |||
f 24 23 6 1 1 | |||
f 25 24 6 1 1 | |||
.four line | |||
f 26 0 7 10 2 | |||
f 27 10 7 8 2 | |||
f 28 18 7 3 2 | |||
f 29 21 7 3 2 | |||
f 30 24 7 2 2 |
@ -0,0 +1,139 @@ | |||
info face="Starcatcher" size=-64 bold=0 italic=0 charset="ANSI" unicode=0 stretchH=100 smooth=1 aa=1 padding=4,4,4,4 spacing=1,1 outline=0 | |||
common lineHeight=63 base=50 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4 | |||
page id=0 file="star.png" | |||
chars count=135 | |||
char id=32 x=416 y=360 width=11 height=71 xoffset=-5 yoffset=-4 xadvance=27 page=0 chnl=15 | |||
char id=33 x=347 y=360 width=17 height=71 xoffset=-4 yoffset=-4 xadvance=9 page=0 chnl=15 | |||
char id=35 x=183 y=0 width=48 height=71 xoffset=-4 yoffset=-4 xadvance=40 page=0 chnl=15 | |||
char id=36 x=328 y=144 width=34 height=71 xoffset=-4 yoffset=-4 xadvance=26 page=0 chnl=15 | |||
char id=37 x=67 y=0 width=62 height=71 xoffset=-4 yoffset=-4 xadvance=55 page=0 chnl=15 | |||
char id=38 x=488 y=360 width=11 height=71 xoffset=-5 yoffset=-4 xadvance=1 page=0 chnl=15 | |||
char id=39 x=266 y=360 width=21 height=71 xoffset=-4 yoffset=-4 xadvance=13 page=0 chnl=15 | |||
char id=40 x=471 y=288 width=27 height=71 xoffset=-4 yoffset=-4 xadvance=19 page=0 chnl=15 | |||
char id=41 x=387 y=288 width=27 height=71 xoffset=-4 yoffset=-4 xadvance=19 page=0 chnl=15 | |||
char id=42 x=415 y=0 width=42 height=71 xoffset=-4 yoffset=-4 xadvance=34 page=0 chnl=15 | |||
char id=43 x=403 y=216 width=31 height=71 xoffset=-4 yoffset=-4 xadvance=23 page=0 chnl=15 | |||
char id=44 x=309 y=360 width=18 height=71 xoffset=-4 yoffset=-4 xadvance=10 page=0 chnl=15 | |||
char id=45 x=82 y=360 width=26 height=71 xoffset=-4 yoffset=-4 xadvance=18 page=0 chnl=15 | |||
char id=46 x=365 y=360 width=16 height=71 xoffset=-4 yoffset=-4 xadvance=7 page=0 chnl=15 | |||
char id=47 x=155 y=288 width=29 height=71 xoffset=-4 yoffset=-4 xadvance=21 page=0 chnl=15 | |||
char id=48 x=38 y=144 width=36 height=71 xoffset=-4 yoffset=-4 xadvance=27 page=0 chnl=15 | |||
char id=49 x=188 y=360 width=25 height=71 xoffset=-4 yoffset=-4 xadvance=17 page=0 chnl=15 | |||
char id=50 x=339 y=216 width=31 height=71 xoffset=-4 yoffset=-4 xadvance=23 page=0 chnl=15 | |||
char id=51 x=0 y=288 width=30 height=71 xoffset=-4 yoffset=-4 xadvance=22 page=0 chnl=15 | |||
char id=52 x=35 y=216 width=34 height=71 xoffset=-4 yoffset=-4 xadvance=26 page=0 chnl=15 | |||
char id=53 x=105 y=216 width=33 height=71 xoffset=-4 yoffset=-4 xadvance=24 page=0 chnl=15 | |||
char id=54 x=207 y=216 width=32 height=71 xoffset=-4 yoffset=-4 xadvance=24 page=0 chnl=15 | |||
char id=55 x=433 y=144 width=34 height=71 xoffset=-4 yoffset=-4 xadvance=26 page=0 chnl=15 | |||
char id=56 x=468 y=144 width=34 height=71 xoffset=-4 yoffset=-4 xadvance=26 page=0 chnl=15 | |||
char id=57 x=0 y=216 width=34 height=71 xoffset=-4 yoffset=-4 xadvance=26 page=0 chnl=15 | |||
char id=58 x=399 y=360 width=16 height=71 xoffset=-4 yoffset=-4 xadvance=7 page=0 chnl=15 | |||
char id=59 x=328 y=360 width=18 height=71 xoffset=-4 yoffset=-4 xadvance=10 page=0 chnl=15 | |||
char id=60 x=185 y=144 width=35 height=71 xoffset=-4 yoffset=-4 xadvance=27 page=0 chnl=15 | |||
char id=61 x=371 y=216 width=31 height=71 xoffset=-4 yoffset=-4 xadvance=23 page=0 chnl=15 | |||
char id=62 x=221 y=144 width=35 height=71 xoffset=-4 yoffset=-4 xadvance=27 page=0 chnl=15 | |||
char id=63 x=398 y=144 width=34 height=71 xoffset=-4 yoffset=-4 xadvance=25 page=0 chnl=15 | |||
char id=64 x=130 y=0 width=52 height=71 xoffset=-4 yoffset=-4 xadvance=44 page=0 chnl=15 | |||
char id=65 x=445 y=72 width=37 height=71 xoffset=-4 yoffset=-4 xadvance=29 page=0 chnl=15 | |||
char id=66 x=209 y=72 width=40 height=71 xoffset=-4 yoffset=-4 xadvance=32 page=0 chnl=15 | |||
char id=67 x=173 y=216 width=33 height=71 xoffset=-4 yoffset=-4 xadvance=24 page=0 chnl=15 | |||
char id=68 x=250 y=72 width=39 height=71 xoffset=-4 yoffset=-4 xadvance=31 page=0 chnl=15 | |||
char id=69 x=306 y=216 width=32 height=71 xoffset=-4 yoffset=-4 xadvance=24 page=0 chnl=15 | |||
char id=70 x=149 y=144 width=35 height=71 xoffset=-4 yoffset=-4 xadvance=27 page=0 chnl=15 | |||
char id=71 x=112 y=144 width=36 height=71 xoffset=-4 yoffset=-4 xadvance=28 page=0 chnl=15 | |||
char id=72 x=458 y=0 width=42 height=71 xoffset=-4 yoffset=-4 xadvance=34 page=0 chnl=15 | |||
char id=73 x=288 y=360 width=20 height=71 xoffset=-4 yoffset=-4 xadvance=12 page=0 chnl=15 | |||
char id=74 x=257 y=144 width=35 height=71 xoffset=-4 yoffset=-4 xadvance=27 page=0 chnl=15 | |||
char id=75 x=0 y=144 width=37 height=71 xoffset=-4 yoffset=-4 xadvance=29 page=0 chnl=15 | |||
char id=76 x=139 y=216 width=33 height=71 xoffset=-4 yoffset=-4 xadvance=25 page=0 chnl=15 | |||
char id=77 x=85 y=72 width=41 height=71 xoffset=-4 yoffset=-4 xadvance=33 page=0 chnl=15 | |||
char id=78 x=371 y=0 width=43 height=71 xoffset=-4 yoffset=-4 xadvance=35 page=0 chnl=15 | |||
char id=79 x=168 y=72 width=40 height=71 xoffset=-4 yoffset=-4 xadvance=31 page=0 chnl=15 | |||
char id=80 x=75 y=144 width=36 height=71 xoffset=-4 yoffset=-4 xadvance=28 page=0 chnl=15 | |||
char id=81 x=280 y=0 width=45 height=71 xoffset=-4 yoffset=-4 xadvance=37 page=0 chnl=15 | |||
char id=82 x=369 y=72 width=37 height=71 xoffset=-4 yoffset=-4 xadvance=29 page=0 chnl=15 | |||
char id=83 x=70 y=216 width=34 height=71 xoffset=-4 yoffset=-4 xadvance=26 page=0 chnl=15 | |||
char id=84 x=43 y=72 width=41 height=71 xoffset=-4 yoffset=-4 xadvance=33 page=0 chnl=15 | |||
char id=85 x=0 y=72 width=42 height=71 xoffset=-4 yoffset=-4 xadvance=34 page=0 chnl=15 | |||
char id=86 x=326 y=0 width=44 height=71 xoffset=-4 yoffset=-4 xadvance=36 page=0 chnl=15 | |||
char id=87 x=232 y=0 width=47 height=71 xoffset=-4 yoffset=-4 xadvance=39 page=0 chnl=15 | |||
char id=88 x=127 y=72 width=40 height=71 xoffset=-4 yoffset=-4 xadvance=33 page=0 chnl=15 | |||
char id=89 x=290 y=72 width=39 height=71 xoffset=-4 yoffset=-4 xadvance=31 page=0 chnl=15 | |||
char id=90 x=330 y=72 width=38 height=71 xoffset=-4 yoffset=-4 xadvance=30 page=0 chnl=15 | |||
char id=91 x=499 y=288 width=11 height=71 xoffset=-5 yoffset=-4 xadvance=1 page=0 chnl=15 | |||
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@ -0,0 +1,286 @@ | |||
/******************************************************************************************* | |||
* | |||
* raylib - Advance Game template | |||
* | |||
* <Game title> | |||
* <Game description> | |||
* | |||
* 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 | |||
#if defined(PLATFORM_WEB) | |||
#include <emscripten/emscripten.h> | |||
#endif | |||
//---------------------------------------------------------------------------------- | |||
// Global Variables Definition (local to this module) | |||
//---------------------------------------------------------------------------------- | |||
const int screenWidth = 1280; | |||
#if defined(TILE_VIEWER_MODE) | |||
const int screenHeight = 1080; | |||
#else | |||
const int screenHeight = 720; | |||
#endif | |||
// 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 (Note windowTitle is unused on Android) | |||
//--------------------------------------------------------- | |||
InitWindow(screenWidth, screenHeight, "raylib template - advance game"); | |||
// Global data loading (assets that must be available in all screens, i.e. fonts) | |||
InitAudioDevice(); | |||
font = LoadFont("resources/star.fnt"); | |||
font2 = LoadFont("resources/star2.fnt"); | |||
music = LoadMusicStream("resources/cat_mouse.mod"); | |||
fxCoin = LoadSound("resources/coin.wav"); | |||
SetMusicVolume(music, 1.0f); | |||
PlayMusicStream(music); | |||
// 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 GAMEPLAY: UnloadGameplayScreen(); break; | |||
case ENDING: UnloadEndingScreen(); break; | |||
default: break; | |||
} | |||
// Unload all global loaded data (i.e. fonts) here! | |||
UnloadFont(font); | |||
UnloadFont(font2); | |||
UnloadMusicStream(music); | |||
UnloadSound(fxCoin); | |||
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 GAMEPLAY: UnloadGameplayScreen(); break; | |||
case ENDING: UnloadEndingScreen(); break; | |||
default: break; | |||
} | |||
// Init next screen | |||
switch (screen) | |||
{ | |||
case LOGO: InitLogoScreen(); break; | |||
case TITLE: InitTitleScreen(); 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 GAMEPLAY: UnloadGameplayScreen(); break; | |||
case ENDING: UnloadEndingScreen(); break; | |||
default: break; | |||
} | |||
// Load next screen | |||
switch (transToScreen) | |||
{ | |||
case LOGO: InitLogoScreen(); break; | |||
case TITLE: InitTitleScreen(); 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() == 1) TransitionToScreen(OPTIONS); | |||
else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY); | |||
} break; | |||
case GAMEPLAY: | |||
{ | |||
UpdateGameplayScreen(); | |||
if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING); | |||
//else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE); | |||
} break; | |||
case ENDING: | |||
{ | |||
UpdateEndingScreen(); | |||
if (FinishEndingScreen() == 1) 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 GAMEPLAY: DrawGameplayScreen(); break; | |||
case ENDING: DrawEndingScreen(); break; | |||
default: break; | |||
} | |||
// Draw full screen rectangle in front of everything | |||
if (onTransition) DrawTransition(); | |||
//DrawFPS(10, 10); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} |
@ -0,0 +1,96 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib - Advance Game template | |||
* | |||
* Ending 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) | |||
//---------------------------------------------------------------------------------- | |||
// Ending screen global variables | |||
static int framesCounter; | |||
static int finishScreen; | |||
static int scrollPositionX; | |||
//---------------------------------------------------------------------------------- | |||
// Ending Screen Functions Definition | |||
//---------------------------------------------------------------------------------- | |||
// Ending Screen Initialization logic | |||
void InitEndingScreen(void) | |||
{ | |||
// TODO: Initialize ENDING screen variables here! | |||
framesCounter = 0; | |||
finishScreen = 0; | |||
PlayMusicStream(music); | |||
} | |||
// Ending Screen Update logic | |||
void UpdateEndingScreen(void) | |||
{ | |||
framesCounter++; | |||
scrollPositionX -= 5; | |||
if (scrollPositionX < -GetScreenWidth()) scrollPositionX = 0; | |||
// Press enter or tap to return to TITLE screen | |||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) | |||
{ | |||
finishScreen = 1; | |||
PlaySound(fxCoin); | |||
} | |||
} | |||
// Ending Screen Draw logic | |||
void DrawEndingScreen(void) | |||
{ | |||
for (int i = 0; i < 64*2*2; i++) | |||
{ | |||
DrawRectangle(64*i + scrollPositionX, 0, 64, GetScreenHeight(), (i%2 == 0)? GetColor(0xf3726dff) : GetColor(0xffcf6bff)); | |||
} | |||
if (result == 0) DrawTextEx(font2, "YOU LOOSE...", (Vector2){ 350, 200 }, font2.baseSize*2, 2, WHITE); | |||
else if (result == 1) DrawTextEx(font, "YOU WIN!!!", (Vector2){ 380, 200 }, font.baseSize*2, 2, WHITE); | |||
// Draw score | |||
DrawTextEx(font, FormatText("FINAL SCORE: %i", score), (Vector2){ 400, 360 }, font2.baseSize, 2, WHITE); | |||
if ((framesCounter/30)%2) DrawTextEx(font2, "PRESS ENTER to TITLE", (Vector2){ 340, 550 }, font2.baseSize, 2, WHITE); | |||
} | |||
// Ending Screen Unload logic | |||
void UnloadEndingScreen(void) | |||
{ | |||
// TODO: Unload ENDING screen variables here! | |||
} | |||
// Ending Screen should finish? | |||
int FinishEndingScreen(void) | |||
{ | |||
return finishScreen; | |||
} |
@ -0,0 +1,652 @@ | |||
/********************************************************************************************** | |||
* | |||
* 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" | |||
#include "raymath.h" | |||
#include <stdio.h> | |||
#define TILE_REQUIRED_CLEAN_TIME 2 // Frames it takes to clean a dirt level | |||
#define TILE_SCORE_BY_CLEANED_LEVEL 100 // Score by cleanied dirt level | |||
#define TILE_REQUIRED_CLEAN_AREA 28*28 // Required are for actually cleaning tile | |||
#define TILE_SIZE 36 // Tile size, it should match texture | |||
#define MAX_TILES_X 32 | |||
#define MAX_TILES_Y 17 | |||
#define CAT_TARGET_RADIUS 3 // Target proximity radius | |||
#define CAT_DIRT_CELL_RADIUS 2 // Cells around cat for dirt spreading | |||
#define TIME_LIMIT_SECONDS 180 // Time to complete the level in seconds | |||
#define MAX_SCORE_POPUPS 60 // Maximum simultaneous score pop-ups! | |||
//---------------------------------------------------------------------------------- | |||
// Module types | |||
//---------------------------------------------------------------------------------- | |||
// One dirt tile type | |||
typedef struct { | |||
Vector2 position; // Relative to top-left corner | |||
int level; // Dirtiness: 0-Clean, 1-2-3-Dirt levels | |||
int state; // Current dirtiness state | |||
int counter; // Frames counter for cleaning | |||
//int time; // Time it takes to make it clean --> Depends on level | |||
//int score; // It depends on the dirt level | |||
bool cleaned; // If it was cleaned (not clean by default) | |||
} Dirtile; | |||
// Score poping-up type | |||
typedef struct { | |||
Vector2 position; | |||
int value; | |||
float alpha; | |||
bool enabled; | |||
} ScorePopup; | |||
// Furniture tile set | |||
typedef struct { | |||
int id; // Furniture tile id | |||
int posX; // Position X on tileset | |||
int posY; // Position Y on tileset | |||
int width; // Furniture piece width | |||
int height; // Furniture piece height | |||
} FurSet; | |||
// Furniture type | |||
typedef struct { | |||
int furId; // Tileset id | |||
int cellX; // Cell position X | |||
int cellY; // Cell position Y | |||
int state; // 0-Block, 1-Alpha, 2-Breakable | |||
int counter; // Counter in case of break | |||
} Furniture; | |||
//---------------------------------------------------------------------------------- | |||
// Global Variables Definition (local to this module) | |||
//---------------------------------------------------------------------------------- | |||
// Gameplay screen global variables | |||
static int framesCounter; | |||
static int timeLevelSeconds; | |||
static bool levelFinished; | |||
static int finishScreen; | |||
const Vector2 roomOffset = { 70, 70 }; | |||
static Texture2D roomba; | |||
static Texture2D cat; | |||
static Texture2D dirtiles; | |||
static Texture2D furniture; | |||
#if defined(TILE_VIEWER_MODE) | |||
static Texture2D tracemap; | |||
static Texture2D fursetid; | |||
#endif | |||
static Music catch; | |||
static Sound fxCat[2]; | |||
static Sound fxRoomba[3]; | |||
static Vector2 roombaPosition = { 100, 100 }; | |||
static Vector2 roombaSpeed = { 4, 4 }; | |||
static int roombaTilePosX = 0, roombaTilePosY = 0; | |||
static Vector2 catPosition = { 0, 0 }; | |||
static Vector2 catTargetPosition = { 0, 0 }; | |||
static Vector2 catSpeed = { 3, 3 }; | |||
static int catTilePosX = 0, catTilePosY = 0; | |||
static bool catShouldMove = false; | |||
static Vector2 mousePosition = { 0, 0 }; | |||
static int mouseTileX = -1, mouseTileY = -1; | |||
static Dirtile tiles[MAX_TILES_X*MAX_TILES_Y] = { 0 }; | |||
static ScorePopup popup[MAX_SCORE_POPUPS] = { 0 }; | |||
static FurSet furset[32] = { -1 }; | |||
static Furniture furmap[40] = { -1 }; | |||
static int furnitureCount = 0; | |||
// Furniture collisions map | |||
// 0-block, 1-normal, 2-alpha, 3-breakable | |||
static int furcolmap[MAX_TILES_X*MAX_TILES_Y] = { | |||
1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1, | |||
1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,3,3,1,1,1,0,0,1,1,1,1,1,1,1,1, | |||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, | |||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, | |||
0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1, | |||
0,0,1,1,1,1,2,2,2,1,1,1,0,0,1,1,1,2,2,2,1,1,1,1,3,3,1,1,1,1,0,0, | |||
3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,3,3,1,1,1,1,0,0, | |||
3,3,1,1,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0, | |||
1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,0,0,0,0,0,0,0,0, | |||
1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1, | |||
1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, | |||
1,1,1,1,0,0,0,0,0,0,0,0,3,3,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1, | |||
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,2,2,2,2,2,2,1,1, | |||
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1, | |||
0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,1,1, | |||
0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0, | |||
0,0,0,0,0,0,0,0,0,0,2,2,2,3,3,3,3,1,1,0,0,1,2,2,2,2,2,2,2,2,0,0 }; | |||
static bool showObjective = false; | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Definition | |||
//---------------------------------------------------------------------------------- | |||
static float GetTileCleanPercent(void); | |||
//---------------------------------------------------------------------------------- | |||
// Gameplay Screen Functions Definition | |||
//---------------------------------------------------------------------------------- | |||
// Gameplay Screen Initialization logic | |||
void InitGameplayScreen(void) | |||
{ | |||
// Initialize GAMEPLAY screen variables here! | |||
framesCounter = 0; | |||
finishScreen = 0; | |||
timeLevelSeconds = TIME_LIMIT_SECONDS; | |||
levelFinished = false; | |||
roomba = LoadTexture("resources/roomba.png"); | |||
cat = LoadTexture("resources/cat.png"); | |||
dirtiles = LoadTexture("resources/dirtiles.png"); | |||
furniture = LoadTexture("resources/furniture.png"); | |||
#if defined(TILE_VIEWER_MODE) | |||
tracemap = LoadTexture("resources/tracemap.png"); | |||
fursetid = LoadTexture("resources/fursetid.png"); | |||
#endif | |||
int furCount = 0; | |||
FILE *fursetFile = fopen("resources/furset.txt", "rt"); | |||
if (fursetFile != NULL) | |||
{ | |||
char buffer[512] = { 0 }; | |||
while (!feof(fursetFile)) | |||
{ | |||
fgets(buffer, 512, fursetFile); | |||
switch (buffer[0]) | |||
{ | |||
case 'f': | |||
{ | |||
sscanf(buffer, "f %i %i %i %i %i", | |||
&furset[furCount].id, | |||
&furset[furCount].posX, | |||
&furset[furCount].posY, | |||
&furset[furCount].width, | |||
&furset[furCount].height); | |||
furCount++; | |||
} break; | |||
case '.': // This is a comment | |||
default: break; | |||
} | |||
} | |||
fclose(fursetFile); | |||
} | |||
// Position and size come in cell form, not pixels | |||
for (int i = 0; i < furCount; i++) | |||
{ | |||
furset[i].posX *= TILE_SIZE; | |||
furset[i].posY *= TILE_SIZE; | |||
furset[i].width *= TILE_SIZE; | |||
furset[i].height *= TILE_SIZE; | |||
} | |||
printf("Furniture SET elements read: %i\n", furCount); | |||
// Init furniture elements | |||
FILE *furnitureFile = fopen("resources/furmap.txt", "rt"); | |||
if (furnitureFile != NULL) | |||
{ | |||
char buffer[512] = { 0 }; | |||
while (!feof(furnitureFile)) | |||
{ | |||
fgets(buffer, 512, furnitureFile); | |||
switch (buffer[0]) | |||
{ | |||
case 'f': | |||
{ | |||
sscanf(buffer, "f %i %i %i %i %i", | |||
&furmap[furnitureCount].furId, | |||
&furmap[furnitureCount].cellX, | |||
&furmap[furnitureCount].cellY, | |||
&furmap[furnitureCount].state, | |||
&furmap[furnitureCount].counter); | |||
furnitureCount++; | |||
} break; | |||
case '.': // This is a comment | |||
default: break; | |||
} | |||
} | |||
fclose(furnitureFile); | |||
} | |||
printf("Furniture MAP elements read: %i\n", furnitureCount); | |||
// Init dirt tiles | |||
for (int y = 0; y < MAX_TILES_Y; y++) | |||
{ | |||
for (int x = 0; x < MAX_TILES_X; x++) | |||
{ | |||
tiles[y*MAX_TILES_X + x].position = (Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y }; | |||
if ((furcolmap[y*MAX_TILES_X + x] != 0) && | |||
(furcolmap[y*MAX_TILES_X + x] != 3)) | |||
{ | |||
// TODO: Level of dirtiness depends on difficulty level | |||
// Adjust probability of every tile dirt level | |||
int dirt = GetRandomValue(0, 100); | |||
if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability | |||
else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability | |||
else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability | |||
else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability | |||
} | |||
else tiles[y*MAX_TILES_X + x].level = 0; | |||
tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level; | |||
tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME; | |||
tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false; | |||
} | |||
} | |||
// Init score popups | |||
for (int i = 0; i < MAX_SCORE_POPUPS; i++) | |||
{ | |||
popup[i].position = (Vector2){ 0, 0 }; | |||
popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL; | |||
popup[i].enabled = false; | |||
popup[i].alpha = 1.0f; | |||
} | |||
// Init cat position | |||
catPosition = (Vector2){ 30*TILE_SIZE + roomOffset.x, TILE_SIZE + roomOffset.y }; | |||
catTargetPosition = catPosition; | |||
showObjective = true; | |||
// Load music and sounds | |||
fxCat[0] = LoadSound("resources/fxcat01.wav"); | |||
fxCat[1] = LoadSound("resources/fxcat02.wav"); | |||
fxRoomba[0] = LoadSound("resources/fxrobot01.wav"); | |||
fxRoomba[1] = LoadSound("resources/fxrobot02.wav"); | |||
fxRoomba[2] = LoadSound("resources/fxrobot03.wav"); | |||
catch = LoadMusicStream("resources/catch22.mod"); | |||
StopMusicStream(music); | |||
SetMusicVolume(catch, 0.6f); | |||
PlayMusicStream(catch); | |||
result = 0; // Global variable: screens.h | |||
} | |||
// Gameplay Screen Update logic | |||
void UpdateGameplayScreen(void) | |||
{ | |||
UpdateMusicStream(catch); | |||
if (showObjective) | |||
{ | |||
if (IsKeyPressed(KEY_ENTER)) | |||
{ | |||
showObjective = false; | |||
PlaySound(fxCoin); | |||
} | |||
return; | |||
} | |||
framesCounter++; | |||
if (framesCounter == 60) | |||
{ | |||
timeLevelSeconds--; | |||
if (timeLevelSeconds == 0) | |||
{ | |||
levelFinished = true; | |||
finishScreen = 1; | |||
PlaySound(fxCoin); | |||
if (GetTileCleanPercent() >= 80) result = 1; | |||
} | |||
framesCounter = 0; | |||
} | |||
mousePosition = GetMousePosition(); | |||
mouseTileX = (int)floorf((mousePosition.x - roomOffset.x)/TILE_SIZE); | |||
mouseTileY = (int)floorf((mousePosition.y - roomOffset.y)/TILE_SIZE); | |||
// Roomba movement logic | |||
Vector2 prevPosition = roombaPosition; | |||
if (IsKeyDown(KEY_D)) roombaPosition.x += roombaSpeed.x; | |||
else if (IsKeyDown(KEY_A)) roombaPosition.x -= roombaSpeed.x; | |||
if (IsKeyDown(KEY_W)) roombaPosition.y -= roombaSpeed.y; | |||
else if (IsKeyDown(KEY_S)) roombaPosition.y += roombaSpeed.y; | |||
// Verify current player position is valid or reset | |||
roombaTilePosX = (int)(floorf(roombaPosition.x - roomOffset.x)/TILE_SIZE); | |||
roombaTilePosY = (int)(floorf(roombaPosition.y - roomOffset.y)/TILE_SIZE); | |||
if ((roombaPosition.x - roomba.width/2 < roomOffset.x) || | |||
((roombaPosition.x + roomba.width/2) >= (roomOffset.x + MAX_TILES_X*TILE_SIZE)) || | |||
(roombaPosition.y - roomba.height/2 < roomOffset.y) || | |||
((roombaPosition.y + roomba.height/2) >= (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) || | |||
(furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 0) || | |||
(furcolmap[roombaTilePosY*MAX_TILES_X + roombaTilePosX] == 3)) roombaPosition = prevPosition; | |||
// Dyson movement logic | |||
// if (IsKeyDown(KEY_RIGHT)) dysonPosition.x += dysonSpeed.x; | |||
// else if (IsKeyDown(KEY_LEFT)) dysonPosition.x -= dysonSpeed.x; | |||
// if (IsKeyDown(KEY_UP)) dysonPosition.y -= dysonSpeed.y; | |||
// else if (IsKeyDown(KEY_DOWN)) dysonPosition.y += dysonSpeed.y; | |||
// Check collision area between Roomba and dirt tiles to verify it's beeing cleaned | |||
// TODO: OPTIMIZATION: Check only Roomba surrounding tiles | |||
for (int y = 0; y < MAX_TILES_Y; y++) | |||
{ | |||
for (int x = 0; x < MAX_TILES_X; x++) | |||
{ | |||
// Check if tile requires cleaning | |||
if (tiles[y*MAX_TILES_X + x].state > 0) | |||
{ | |||
// TODO: Get better collision area measure, considering round roomba | |||
Rectangle cleanRec = GetCollisionRec((Rectangle){ tiles[y*MAX_TILES_X + x].position.x, tiles[y*MAX_TILES_X + x].position.y, 36, 36 }, | |||
(Rectangle){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, roomba.width, roomba.height }); | |||
// Check Roomba is covering at least half of the tile | |||
if ((cleanRec.width*cleanRec.height) > TILE_REQUIRED_CLEAN_AREA) | |||
{ | |||
// Start cleaning tile | |||
tiles[y*MAX_TILES_X + x].counter--; | |||
if (tiles[y*MAX_TILES_X + x].counter < 0) | |||
{ | |||
tiles[y*MAX_TILES_X + x].state--; | |||
if (tiles[y*MAX_TILES_X + x].state == 0) | |||
{ | |||
tiles[y*MAX_TILES_X + x].counter = 0; | |||
score += tiles[y*MAX_TILES_X + x].level*TILE_SCORE_BY_CLEANED_LEVEL; | |||
// Show scoring popup, enable first ready! | |||
for (int i = 0; i < MAX_SCORE_POPUPS; i++) | |||
{ | |||
if (!popup[i].enabled) | |||
{ | |||
popup[i].position = tiles[y*MAX_TILES_X + x].position; | |||
popup[i].value = TILE_SCORE_BY_CLEANED_LEVEL*tiles[y*MAX_TILES_X + x].level; | |||
popup[i].enabled = true; | |||
popup[i].alpha = 1.0f; | |||
break; | |||
} | |||
} | |||
} | |||
else tiles[y*MAX_TILES_X + x].counter = TILE_REQUIRED_CLEAN_TIME; | |||
} | |||
} | |||
} | |||
} | |||
} | |||
// Update enabled popups! | |||
for (int i = 0; i < MAX_SCORE_POPUPS; i++) | |||
{ | |||
if (popup[i].enabled) | |||
{ | |||
popup[i].position.y -= 2; | |||
popup[i].alpha -= 0.015f; | |||
if (popup[i].alpha < 0.0f) popup[i].enabled = false; | |||
} | |||
} | |||
// Cat movement logic | |||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) | |||
{ | |||
// Check for a valid cell to move on | |||
if ((mousePosition.x > roomOffset.x) && (mousePosition.x < (roomOffset.x + MAX_TILES_X*TILE_SIZE)) && | |||
(mousePosition.y > roomOffset.y) && (mousePosition.y < (roomOffset.y + MAX_TILES_Y*TILE_SIZE)) && | |||
furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] != 0) | |||
{ | |||
catTargetPosition = GetMousePosition(); | |||
catShouldMove = true; | |||
} | |||
} | |||
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) PlaySound(fxCat[GetRandomValue(0,1)]); | |||
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxRoomba[GetRandomValue(0,2)]); | |||
// Check if cat should move | |||
if (catShouldMove) | |||
{ | |||
if (CheckCollisionPointCircle(catPosition, catTargetPosition, CAT_TARGET_RADIUS)) | |||
{ | |||
catShouldMove = false; | |||
// Spread dirt all around selected cell! | |||
// NOTE: We consider cat drawing offset | |||
catTilePosX = (int)floorf((catPosition.x - cat.width/2 - roomOffset.x)/TILE_SIZE) + 1; | |||
catTilePosY = (int)floorf((catPosition.y - cat.height/2 - 10 - roomOffset.y)/TILE_SIZE) + 1; | |||
// Check if tile includes a dirt element | |||
if (furcolmap[mouseTileY*MAX_TILES_X + mouseTileX] == 3) | |||
{ | |||
for (int y = (catTilePosY - CAT_DIRT_CELL_RADIUS); y < (catTilePosY + CAT_DIRT_CELL_RADIUS + 1); y++) | |||
{ | |||
for (int x = (catTilePosX - CAT_DIRT_CELL_RADIUS); x < (catTilePosX + CAT_DIRT_CELL_RADIUS + 1); x++) | |||
{ | |||
if (((y >= 0) && (y < MAX_TILES_Y) && (x >= 0) && (x < MAX_TILES_X)) && | |||
(tiles[y*MAX_TILES_X + x].state == 0) && | |||
(furcolmap[y*MAX_TILES_X + x] != 0) && | |||
(furcolmap[y*MAX_TILES_X + x] != 3)) | |||
{ | |||
int dirt = GetRandomValue(0, 100); | |||
if (dirt < 50) tiles[y*MAX_TILES_X + x].level = 0; // 50% probability | |||
else if (dirt < 70) tiles[y*MAX_TILES_X + x].level = 1; // 20% probability | |||
else if (dirt < 90) tiles[y*MAX_TILES_X + x].level = 2; // 10% probability | |||
else if (dirt < 100) tiles[y*MAX_TILES_X + x].level = 3; // 10% probability | |||
tiles[y*MAX_TILES_X + x].state = tiles[y*MAX_TILES_X + x].level; | |||
tiles[y*MAX_TILES_X + x].counter = (tiles[y*MAX_TILES_X + x].level == 0)? 0 : TILE_REQUIRED_CLEAN_TIME; | |||
tiles[y*MAX_TILES_X + x].cleaned = (tiles[y*MAX_TILES_X + x].level == 0)? true : false; | |||
} | |||
} | |||
} | |||
} | |||
} | |||
else | |||
{ | |||
Vector2 dir = Vector2Subtract(catTargetPosition, catPosition); | |||
Vector2 dirnorm = Vector2Normalize(dir); | |||
catPosition.x += catSpeed.x*dirnorm.x; | |||
catPosition.y += catSpeed.y*dirnorm.y; | |||
} | |||
} | |||
if (levelFinished) | |||
{ | |||
// TODO: Check level finished | |||
} | |||
} | |||
// Gameplay Screen Draw logic | |||
void DrawGameplayScreen(void) | |||
{ | |||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GetColor(0x57374cff)); | |||
// Draw tiles | |||
for (int y = 0; y < MAX_TILES_Y; y++) | |||
{ | |||
for (int x = 0; x < MAX_TILES_X; x++) | |||
{ | |||
// Draw dirty tiles | |||
DrawTextureRec(dirtiles, (Rectangle){ tiles[y*MAX_TILES_X + x].state*TILE_SIZE, 0, TILE_SIZE, TILE_SIZE }, | |||
(Vector2){ roomOffset.x + TILE_SIZE*x, roomOffset.y + TILE_SIZE*y }, WHITE); | |||
// TODO: Draw possible walls | |||
} | |||
} | |||
// Draw starting point for roomba and cat | |||
DrawTextureRec(furniture, (Rectangle){ furset[30].posX, furset[30].posY, furset[30].width, furset[30].height }, roomOffset, WHITE); | |||
DrawTextureRec(furniture, (Rectangle){ furset[29].posX, furset[29].posY, furset[29].width, furset[29].height }, (Vector2){ roomOffset.x + 29*36, roomOffset.y }, WHITE); | |||
DrawTexture(roomba, roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2, WHITE); | |||
DrawTexture(cat, catPosition.x - cat.width/2, catPosition.y - cat.height/2 - 10, WHITE); | |||
float furAlpha = 1.0f; | |||
// Draw home objects | |||
for (int i = 0; i < furnitureCount; i++) | |||
{ | |||
if (CheckCollisionCircleRec((Vector2){ roombaPosition.x - roomba.width/2, roombaPosition.y - roomba.height/2 }, roomba.width, | |||
(Rectangle){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE, | |||
furset[furmap[i].furId].width, furset[furmap[i].furId].height}) && (furmap[i].state == 1)) | |||
{ | |||
DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height }, | |||
(Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, 0.5f)); | |||
} | |||
else | |||
{ | |||
DrawTextureRec(furniture, (Rectangle){ furset[furmap[i].furId].posX, furset[furmap[i].furId].posY, furset[furmap[i].furId].width, furset[furmap[i].furId].height }, | |||
(Vector2){ roomOffset.x + furmap[i].cellX*TILE_SIZE, roomOffset.y + furmap[i].cellY*TILE_SIZE }, Fade(WHITE, furAlpha)); | |||
} | |||
} | |||
#if defined(TILE_VIEWER_MODE) | |||
DrawTexture(tracemap, roomOffset.x, roomOffset.y, Fade(WHITE, 0.5f)); | |||
DrawTexture(fursetid, 0, 720, WHITE); | |||
#endif | |||
// TODO: If an object has been used by cat, draw it in gray | |||
// Maybe add a tempo bar for reusing? | |||
// Draw UI | |||
DrawTextEx(font2, "SCORE:", (Vector2){ 80, 10 }, font2.baseSize, 2, WHITE); | |||
DrawTextEx(font, FormatText("%i", score), (Vector2){ 260, 10 }, font.baseSize, 2, WHITE); | |||
DrawTextEx(font2, "CLEAN:", (Vector2){ 500, 10 }, font2.baseSize, 2, WHITE); | |||
DrawTextEx(font, FormatText("%.2f%%", GetTileCleanPercent()), (Vector2){ 690, 10 }, font.baseSize, 2, WHITE); | |||
DrawTextEx(font2, "TIME:", (Vector2){ 950, 10 }, font2.baseSize, 2, WHITE); | |||
DrawTextEx(font, FormatText("%i:%02is", timeLevelSeconds/60, timeLevelSeconds%60), (Vector2){ 1100, 10 }, font.baseSize, 2, WHITE); | |||
// Debug information | |||
//DrawText(FormatText("CatTilePos: [ %i, %i ]", catTilePosX, catTilePosY), roomOffset.x, 690, 20, RAYWHITE); | |||
//DrawText(FormatText("MousePos: [ %i, %i ]", mouseTileX, mouseTileY), 400, 690, 20, RED); | |||
//DrawText(FormatText("RoombaPos: [ %i, %i ]", roombaTilePosX, roombaTilePosY), 600, 690, 20, GREEN); | |||
if ((mouseTileY >= 0) && (mouseTileY < MAX_TILES_Y) && (mouseTileX >= 0) && (mouseTileX < MAX_TILES_X)) | |||
{ | |||
DrawRectangleLinesEx((Rectangle){ tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.x, | |||
tiles[mouseTileY*MAX_TILES_X + mouseTileX].position.y, TILE_SIZE, TILE_SIZE }, 2, RED); | |||
} | |||
// Draw enabled popups! | |||
for (int i = 0; i < MAX_SCORE_POPUPS; i++) | |||
{ | |||
if (popup[i].enabled) DrawText(FormatText("+%i", popup[i].value), popup[i].position.x, popup[i].position.y, 20, Fade(RED, popup[i].alpha)); | |||
} | |||
// Show objective | |||
if (showObjective) | |||
{ | |||
DrawRectangle(0, 150, GetScreenWidth(), GetScreenHeight() - 300, Fade(DARKGRAY, 0.7f)); | |||
DrawTextEx(font2, "OBJECTIVE:", (Vector2){ 500, 240 }, font2.baseSize, 2, WHITE); | |||
DrawTextEx(font, "CLEAN 80% OF THE ROOM", (Vector2){ 300, 320 }, font.baseSize, 2, WHITE); | |||
} | |||
} | |||
// Gameplay Screen Unload logic | |||
void UnloadGameplayScreen(void) | |||
{ | |||
// Unload GAMEPLAY screen variables here! | |||
UnloadTexture(roomba); | |||
UnloadTexture(cat); | |||
UnloadTexture(dirtiles); | |||
UnloadTexture(furniture); | |||
UnloadSound(fxCat[0]); | |||
UnloadSound(fxCat[1]); | |||
UnloadSound(fxRoomba[0]); | |||
UnloadSound(fxRoomba[1]); | |||
UnloadSound(fxRoomba[2]); | |||
StopMusicStream(catch); | |||
UnloadMusicStream(catch); | |||
} | |||
// Gameplay Screen should finish? | |||
int FinishGameplayScreen(void) | |||
{ | |||
return finishScreen; | |||
} | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Declaration | |||
//---------------------------------------------------------------------------------- | |||
// Check how much cleaning we have done | |||
static float GetTileCleanPercent(void) | |||
{ | |||
float value = 0; | |||
int tileLevelsToClean = 0; | |||
int tileLevelsCleaned = 0; | |||
for (int y = 0; y < MAX_TILES_Y; y++) | |||
{ | |||
for (int x = 0; x < MAX_TILES_X; x++) | |||
{ | |||
if (tiles[y*MAX_TILES_X + x].level > 0) | |||
{ | |||
tileLevelsToClean += tiles[y*MAX_TILES_X + x].level; | |||
tileLevelsCleaned += tiles[y*MAX_TILES_X + x].state; | |||
} | |||
} | |||
} | |||
value = ((float)(tileLevelsToClean - tileLevelsCleaned)/tileLevelsToClean)*100.0f; | |||
return value; | |||
} |
@ -0,0 +1,211 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib - Advance Game template | |||
* | |||
* Logo 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" | |||
#define LOGO_RECS_SIDE 16 | |||
//---------------------------------------------------------------------------------- | |||
// Global Variables Definition (local to this module) | |||
//---------------------------------------------------------------------------------- | |||
// Logo screen global variables | |||
static int framesCounter; | |||
static int finishScreen; | |||
static int logoPositionX; | |||
static int logoPositionY; | |||
static int lettersCount; | |||
static int topSideRecWidth; | |||
static int leftSideRecHeight; | |||
static int bottomSideRecWidth; | |||
static int rightSideRecHeight; | |||
static char raylib[8]; // raylib text array, max 8 letters | |||
static int state; // Tracking animation states (State Machine) | |||
static float alpha = 1.0f; // Useful for fading | |||
//---------------------------------------------------------------------------------- | |||
// Logo Screen Functions Definition | |||
//---------------------------------------------------------------------------------- | |||
// Logo Screen Initialization logic | |||
void InitLogoScreen(void) | |||
{ | |||
// Initialize LOGO screen variables here! | |||
finishScreen = 0; | |||
framesCounter = 0; | |||
lettersCount = 0; | |||
logoPositionX = GetScreenWidth()/2 - 128; | |||
logoPositionY = GetScreenHeight()/2 - 128; | |||
topSideRecWidth = LOGO_RECS_SIDE; | |||
leftSideRecHeight = LOGO_RECS_SIDE; | |||
bottomSideRecWidth = LOGO_RECS_SIDE; | |||
rightSideRecHeight = LOGO_RECS_SIDE; | |||
for (int i = 0; i < 8; i++) raylib[i] = '\0'; | |||
state = 0; | |||
alpha = 1.0f; | |||
} | |||
// Logo Screen Update logic | |||
void UpdateLogoScreen(void) | |||
{ | |||
// Update LOGO screen variables here! | |||
if (state == 0) // State 0: Small box blinking | |||
{ | |||
framesCounter++; | |||
if (framesCounter == 80) | |||
{ | |||
state = 1; | |||
framesCounter = 0; // Reset counter... will be used later... | |||
} | |||
} | |||
else if (state == 1) // State 1: Top and left bars growing | |||
{ | |||
topSideRecWidth += 8; | |||
leftSideRecHeight += 8; | |||
if (topSideRecWidth == 256) state = 2; | |||
} | |||
else if (state == 2) // State 2: Bottom and right bars growing | |||
{ | |||
bottomSideRecWidth += 8; | |||
rightSideRecHeight += 8; | |||
if (bottomSideRecWidth == 256) state = 3; | |||
} | |||
else if (state == 3) // State 3: Letters appearing (one by one) | |||
{ | |||
framesCounter++; | |||
if (framesCounter/10) // Every 12 frames, one more letter! | |||
{ | |||
lettersCount++; | |||
framesCounter = 0; | |||
} | |||
switch (lettersCount) | |||
{ | |||
case 1: raylib[0] = 'r'; break; | |||
case 2: raylib[1] = 'a'; break; | |||
case 3: raylib[2] = 'y'; break; | |||
case 4: raylib[3] = 'l'; break; | |||
case 5: raylib[4] = 'i'; break; | |||
case 6: raylib[5] = 'b'; break; | |||
default: break; | |||
} | |||
// When all letters have appeared... | |||
if (lettersCount >= 10) | |||
{ | |||
state = 4; | |||
framesCounter = 0; | |||
} | |||
} | |||
else if (state == 4) | |||
{ | |||
framesCounter++; | |||
if (framesCounter > 100) | |||
{ | |||
alpha -= 0.02f; | |||
if (alpha <= 0.0f) | |||
{ | |||
alpha = 0.0f; | |||
finishScreen = 1; | |||
} | |||
} | |||
} | |||
} | |||
// Logo Screen Draw logic | |||
void DrawLogoScreen(void) | |||
{ | |||
if (state == 0) | |||
{ | |||
if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK); | |||
} | |||
else if (state == 1) | |||
{ | |||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); | |||
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); | |||
} | |||
else if (state == 2) | |||
{ | |||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); | |||
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); | |||
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK); | |||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK); | |||
} | |||
else if (state == 3) | |||
{ | |||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); | |||
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); | |||
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); | |||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); | |||
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); | |||
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); | |||
} | |||
else if (state == 4) | |||
{ | |||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); | |||
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); | |||
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); | |||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); | |||
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); | |||
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); | |||
if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha)); | |||
} | |||
} | |||
// Logo Screen Unload logic | |||
void UnloadLogoScreen(void) | |||
{ | |||
// Unload LOGO screen variables here! | |||
} | |||
// Logo Screen should finish? | |||
int FinishLogoScreen(void) | |||
{ | |||
return finishScreen; | |||
} |
@ -0,0 +1,154 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib - Advance Game template | |||
* | |||
* Title 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) | |||
//---------------------------------------------------------------------------------- | |||
// Title screen global variables | |||
static int framesCounter; | |||
static int finishScreen; | |||
static int state; | |||
static int scrollPositionX; | |||
static int catPosX; | |||
static int roombaPosX; | |||
static float vsAlpha; | |||
static float vsScale; | |||
static Texture2D cat; | |||
static Texture2D vs; | |||
static Texture2D roomba; | |||
//---------------------------------------------------------------------------------- | |||
// Title Screen Functions Definition | |||
//---------------------------------------------------------------------------------- | |||
// Title Screen Initialization logic | |||
void InitTitleScreen(void) | |||
{ | |||
// TODO: Initialize TITLE screen variables here! | |||
framesCounter = 0; | |||
finishScreen = 0; | |||
cat = LoadTexture("resources/title_cat.png"); | |||
vs = LoadTexture("resources/title_vs.png"); | |||
roomba = LoadTexture("resources/title_roomba.png"); | |||
state = 0; | |||
catPosX = 1760; | |||
roombaPosX = -700; | |||
scrollPositionX = 0; | |||
vsAlpha = 0.0f; | |||
vsScale = 10.0f; | |||
PlayMusicStream(music); | |||
} | |||
// Title Screen Update logic | |||
void UpdateTitleScreen(void) | |||
{ | |||
scrollPositionX -= 5; | |||
if (scrollPositionX < -GetScreenWidth()) scrollPositionX = 0; | |||
if (state == 0) | |||
{ | |||
catPosX -= 4; | |||
roombaPosX += 3; | |||
if (catPosX < (GetScreenWidth()/2 - cat.width/2)) catPosX = (GetScreenWidth()/2 - cat.width/2); | |||
if (roombaPosX > (GetScreenWidth()/2 - roomba.width/2)) roombaPosX = (GetScreenWidth()/2 - roomba.width/2); | |||
if ((catPosX == (GetScreenWidth()/2 - cat.width/2)) && (roombaPosX == (GetScreenWidth()/2 - roomba.width/2))) | |||
{ | |||
state = 1; | |||
framesCounter = 0; | |||
} | |||
} | |||
else if (state == 1) | |||
{ | |||
framesCounter++; | |||
vsScale -= 0.1f; | |||
vsAlpha += 0.01f; | |||
if (vsScale < 1.0f) vsScale = 1.0f; | |||
if (vsAlpha > 1.0f) vsAlpha = 1.0f; | |||
if (framesCounter > 160) | |||
{ | |||
state = 2; | |||
framesCounter = 0; | |||
} | |||
} | |||
else if (state == 2) framesCounter++; | |||
// Press enter or tap to change to GAMEPLAY screen | |||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) | |||
{ | |||
//finishScreen = 1; // OPTIONS | |||
finishScreen = 2; // GAMEPLAY | |||
PlaySound(fxCoin); | |||
} | |||
} | |||
// Title Screen Draw logic | |||
void DrawTitleScreen(void) | |||
{ | |||
for (int i = 0; i < 64*2*2; i++) | |||
{ | |||
DrawRectangle(64*i + scrollPositionX, 0, 64, GetScreenHeight(), (i%2 == 0)? GetColor(0xf3726dff) : GetColor(0xffcf6bff)); | |||
} | |||
DrawTexture(cat, catPosX, 80, WHITE); | |||
DrawTexture(roomba, roombaPosX, 320, WHITE); | |||
if (state > 0) | |||
{ | |||
DrawTexturePro(vs, (Rectangle){ 0, 0, vs.width, vs.height }, (Rectangle){ GetScreenWidth()/2, 300, vs.width*vsScale, vs.height*vsScale }, (Vector2){ vs.width/2*vsScale, vs.height/2*vsScale }, 0.0f, Fade(WHITE, vsAlpha)); | |||
} | |||
if ((state == 2) && ((framesCounter/30)%2)) DrawTextEx(font2, "PRESS ENTER to START", (Vector2){ 340, 550 }, font2.baseSize, 2, WHITE); | |||
} | |||
// Title Screen Unload logic | |||
void UnloadTitleScreen(void) | |||
{ | |||
UnloadTexture(cat); | |||
UnloadTexture(vs); | |||
UnloadTexture(roomba); | |||
} | |||
// Title Screen should finish? | |||
int FinishTitleScreen(void) | |||
{ | |||
return finishScreen; | |||
} |
@ -0,0 +1,92 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib - Advance Game template | |||
* | |||
* Screens Functions Declarations (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. | |||
* | |||
**********************************************************************************************/ | |||
#ifndef SCREENS_H | |||
#define SCREENS_H | |||
//#define TILE_VIEWER_MODE | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
//---------------------------------------------------------------------------------- | |||
typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen; | |||
//---------------------------------------------------------------------------------- | |||
// Global Variables Definition | |||
//---------------------------------------------------------------------------------- | |||
GameScreen currentScreen; | |||
Font font; | |||
Font font2; | |||
Music music; | |||
Sound fxCoin; | |||
int score; | |||
int result; // 0-Loose, 1-Win | |||
#ifdef __cplusplus | |||
extern "C" { // Prevents name mangling of functions | |||
#endif | |||
//---------------------------------------------------------------------------------- | |||
// Logo Screen Functions Declaration | |||
//---------------------------------------------------------------------------------- | |||
void InitLogoScreen(void); | |||
void UpdateLogoScreen(void); | |||
void DrawLogoScreen(void); | |||
void UnloadLogoScreen(void); | |||
int FinishLogoScreen(void); | |||
//---------------------------------------------------------------------------------- | |||
// Title Screen Functions Declaration | |||
//---------------------------------------------------------------------------------- | |||
void InitTitleScreen(void); | |||
void UpdateTitleScreen(void); | |||
void DrawTitleScreen(void); | |||
void UnloadTitleScreen(void); | |||
int FinishTitleScreen(void); | |||
//---------------------------------------------------------------------------------- | |||
// Gameplay Screen Functions Declaration | |||
//---------------------------------------------------------------------------------- | |||
void InitGameplayScreen(void); | |||
void UpdateGameplayScreen(void); | |||
void DrawGameplayScreen(void); | |||
void UnloadGameplayScreen(void); | |||
int FinishGameplayScreen(void); | |||
//---------------------------------------------------------------------------------- | |||
// Ending Screen Functions Declaration | |||
//---------------------------------------------------------------------------------- | |||
void InitEndingScreen(void); | |||
void UpdateEndingScreen(void); | |||
void DrawEndingScreen(void); | |||
void UnloadEndingScreen(void); | |||
int FinishEndingScreen(void); | |||
#ifdef __cplusplus | |||
} | |||
#endif | |||
#endif // SCREENS_H |