/******************************************************************************************* * * GLOBAL GAME JAM 2016 - LIGHT MY RITUAL! * * Preparing a ritual session is not that easy. * You must light all the candles before the astral alignment finishes... * but dark creatures move in the shadows to put out all your lights! * Be fast! Be smart! Light my ritual! * * 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) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "screens/screens.h" // NOTE: Defines global variable: currentScreen #include #if defined(PLATFORM_ANDROID) #include "android_native_app_glue.h" #endif #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- 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 Music music; //---------------------------------------------------------------------------------- // Local Functions Declaration //---------------------------------------------------------------------------------- void TransitionToScreen(int screen); void ChangeToScreen(int screen); // No transition effect void UpdateTransition(void); void DrawTransition(void); void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main entry point //---------------------------------------------------------------------------------- #if defined(PLATFORM_ANDROID) void android_main(struct android_app *app) #else int main(void) #endif { // Initialization //--------------------------------------------------------- #if defined(PLATFORM_ANDROID) InitWindow(screenWidth, screenHeight, app); #else InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!"); #endif // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM) lightsMap = GetImageData(image); // Get image pixels data as an array of Color lightsMapWidth = image.width; lightsMapHeight = image.height; UnloadImage(image); // Unload image from CPU memory (RAM) font = LoadSpriteFont("resources/font_arcadian.png"); //doors = LoadTexture("resources/textures/doors.png"); //sndDoor = LoadSound("resources/audio/door.ogg"); music = LoadMusicStream("resources/audio/ambient.ogg"); PlayMusicStream(music); SetMusicVolume(music, 1.0f); // Setup and Init first screen currentScreen = LOGO_RL; //InitTitleScreen(); //InitGameplayScreen(); rlInitLogoScreen(); #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 //-------------------------------------------------------------------------------------- switch (currentScreen) { case LOGO_RL: rlUnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; default: break; } // Unload all global loaded data (i.e. fonts) here! UnloadSpriteFont(font); //UnloadSound(sndDoor); UnloadMusicStream(music); free(lightsMap); CloseAudioDevice(); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- #if !defined(PLATFORM_ANDROID) return 0; #endif } void TransitionToScreen(int screen) { onTransition = true; transFromScreen = currentScreen; transToScreen = screen; } void ChangeToScreen(int screen) { switch (currentScreen) { case LOGO_RL: rlUnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; default: break; } switch (screen) { case LOGO_RL: rlInitLogoScreen(); break; case TITLE: InitTitleScreen(); break; case GAMEPLAY: InitGameplayScreen(); break; default: break; } currentScreen = screen; } void UpdateTransition(void) { if (!transFadeOut) { transAlpha += 0.05f; if (transAlpha >= 1.0) { transAlpha = 1.0; switch (transFromScreen) { case LOGO_RL: rlUnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; default: break; } switch (transToScreen) { case LOGO_RL: { rlInitLogoScreen(); currentScreen = LOGO_RL; } break; case TITLE: { InitTitleScreen(); currentScreen = TITLE; } break; case GAMEPLAY: { InitGameplayScreen(); currentScreen = GAMEPLAY; } break; default: break; } transFadeOut = true; } } else // Transition fade out logic { transAlpha -= 0.05f; if (transAlpha <= 0) { transAlpha = 0; transFadeOut = false; onTransition = false; transFromScreen = -1; transToScreen = -1; } } } void DrawTransition(void) { DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha)); } // Update and draw game frame void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- if (!onTransition) { switch(currentScreen) { case LOGO_RL: { rlUpdateLogoScreen(); if (rlFinishLogoScreen()) TransitionToScreen(TITLE); } break; case TITLE: { UpdateTitleScreen(); if (FinishTitleScreen() == 1) { StopMusicStream(music); TransitionToScreen(GAMEPLAY); } } break; case GAMEPLAY: { UpdateGameplayScreen(); if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL); else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE); } break; default: break; } } else { // Update transition (fade-in, fade-out) UpdateTransition(); } if (currentScreen != GAMEPLAY) UpdateMusicStream(music); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); switch(currentScreen) { case LOGO_RL: rlDrawLogoScreen(); break; case TITLE: DrawTitleScreen(); break; case GAMEPLAY: DrawGameplayScreen(); break; default: break; } if (onTransition) DrawTransition(); //DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- }