diff --git a/games/wave_collector/wave_collector.c b/games/wave_collector/wave_collector.c index 8c271604..d4707bed 100644 --- a/games/wave_collector/wave_collector.c +++ b/games/wave_collector/wave_collector.c @@ -30,21 +30,24 @@ const int screenWidth = 1280; const int screenHeight = 720; // Required variables to manage screen transitions (fade-in, fade-out) -float transAlpha = 0; -bool onTransition = false; -bool transFadeOut = false; -int transFromScreen = -1; -int transToScreen = -1; +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 //---------------------------------------------------------------------------------- -void TransitionToScreen(int screen); -void ChangeToScreen(int screen); // No transition effect -void UpdateTransition(void); -void DrawTransition(void); +static void TransitionToScreen(int screen); +static void ChangeToScreen(int screen); // No transition effect +static void UpdateTransition(void); +static void DrawTransition(void); -void UpdateDrawFrame(void); // Update and Draw one frame +static void UpdateDrawFrame(void); // Update and Draw one frame //static const char *GetExtension(const char *fileName); @@ -115,23 +118,32 @@ int main(int argc, char *argv[]) UnloadSpriteFont(font); UnloadMusicStream(music); - CloseAudioDevice(); + CloseAudioDevice(); // Close audio context - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } -void TransitionToScreen(int screen) +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Define transition to next screen +static void TransitionToScreen(int screen) { onTransition = true; + transFadeOut = false; transFromScreen = currentScreen; transToScreen = screen; + transAlpha = 0.0f; } +// Change to next screen, no transition void ChangeToScreen(int screen) { + // Unload current screen switch (currentScreen) { case LOGO: UnloadLogoScreen(); break; @@ -141,6 +153,7 @@ void ChangeToScreen(int screen) default: break; } + // Init next screen switch (screen) { case LOGO: InitLogoScreen(); break; @@ -153,16 +166,23 @@ void ChangeToScreen(int screen) currentScreen = screen; } +// Update transition effect void UpdateTransition(void) { if (!transFadeOut) { transAlpha += 0.05f; + + printf("transAlpha: %f\n", transAlpha); - if (transAlpha >= 1.0) + // TODO: Investigate this! SO WEIRD! Comparing with 1.0f does not work! Compiler optimization??? + if (transAlpha > 1.00001f) // Make sure alpha is greater than 1.0, to avoid last frame loading stop { - transAlpha = 1.0; + printf("alpha on change: %e\n", transAlpha); + + transAlpha = 1.0f; + // Unload current screen switch (transFromScreen) { case LOGO: UnloadLogoScreen(); break; @@ -172,31 +192,19 @@ void UpdateTransition(void) default: break; } + // Load next screen switch (transToScreen) { - case LOGO: - { - InitLogoScreen(); - currentScreen = LOGO; - } break; - case TITLE: - { - InitTitleScreen(); - currentScreen = TITLE; - } break; - case GAMEPLAY: - { - InitGameplayScreen(); - currentScreen = GAMEPLAY; - } break; - case ENDING: - { - InitEndingScreen(); - currentScreen = ENDING; - } break; + 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; } } @@ -204,9 +212,9 @@ void UpdateTransition(void) { transAlpha -= 0.05f; - if (transAlpha <= 0) + if (transAlpha <= 0.0f) { - transAlpha = 0; + transAlpha = 0.0f; transFadeOut = false; onTransition = false; transFromScreen = -1; @@ -215,6 +223,7 @@ void UpdateTransition(void) } } +// Draw transition effect (full-screen rectangle) void DrawTransition(void) { DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha)); @@ -240,11 +249,7 @@ void UpdateDrawFrame(void) { UpdateTitleScreen(); - if (FinishTitleScreen() == 1) - { - StopMusicStream(music); - TransitionToScreen(GAMEPLAY); - } + if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY); } break; case GAMEPLAY: @@ -265,12 +270,9 @@ void UpdateDrawFrame(void) default: break; } } - else - { - // Update transition (fade-in, fade-out) - UpdateTransition(); - } + else UpdateTransition(); // Update transition (fade-in, fade-out) + // TODO: Review! It breaks the game sometimes!!! if (currentScreen != ENDING) UpdateMusicStream(music); //---------------------------------------------------------------------------------- @@ -289,6 +291,7 @@ void UpdateDrawFrame(void) default: break; } + // Draw full screen rectangle in front of everything if (onTransition) DrawTransition(); //DrawFPS(10, 10);