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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2019 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.
*
**********************************************************************************************/
#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;
}