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/******************************************************************************************* |
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* |
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* raylib [core] examples - basic screen manager |
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* |
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* This example illustrates a very simple screen manager based on a states machines |
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* |
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* This test has been created using raylib 1.1 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2021 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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//------------------------------------------------------------------------------------------ |
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// Types and Structures Definition |
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//------------------------------------------------------------------------------------------ |
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typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen; |
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//------------------------------------------------------------------------------------------ |
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// Main entry point |
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//------------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager"); |
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GameScreen currentScreen = LOGO; |
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// TODO: Initialize all required variables and load all required data here! |
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int framesCounter = 0; // Useful to count frames |
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SetTargetFPS(60); // Set desired framerate (frames-per-second) |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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switch(currentScreen) |
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{ |
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case LOGO: |
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{ |
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// TODO: Update LOGO screen variables here! |
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framesCounter++; // Count frames |
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// Wait for 2 seconds (120 frames) before jumping to TITLE screen |
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if (framesCounter > 120) |
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{ |
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currentScreen = TITLE; |
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} |
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} break; |
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case TITLE: |
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{ |
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// TODO: Update TITLE screen variables here! |
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// Press enter to change to GAMEPLAY screen |
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) |
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{ |
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currentScreen = GAMEPLAY; |
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} |
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} break; |
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case GAMEPLAY: |
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{ |
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// TODO: Update GAMEPLAY screen variables here! |
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// Press enter to change to ENDING screen |
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) |
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{ |
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currentScreen = ENDING; |
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} |
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} break; |
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case ENDING: |
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{ |
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// TODO: Update ENDING screen variables here! |
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// Press enter to return to TITLE screen |
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) |
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{ |
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currentScreen = TITLE; |
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} |
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} break; |
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default: break; |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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switch(currentScreen) |
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{ |
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case LOGO: |
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{ |
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// TODO: Draw LOGO screen here! |
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DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY); |
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DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY); |
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} break; |
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case TITLE: |
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{ |
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// TODO: Draw TITLE screen here! |
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DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); |
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DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN); |
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DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN); |
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} break; |
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case GAMEPLAY: |
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{ |
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// TODO: Draw GAMEPLAY screen here! |
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DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE); |
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DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); |
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DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON); |
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} break; |
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case ENDING: |
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{ |
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// TODO: Draw ENDING screen here! |
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DrawRectangle(0, 0, screenWidth, screenHeight, BLUE); |
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DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); |
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DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE); |
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} break; |
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default: break; |
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} |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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// TODO: Unload all loaded data (textures, fonts, audio) here! |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |