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/*******************************************************************************************
*
* raylib game - Dr. Turtle & Mr. Gamera
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_ENEMIES 10
typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
// Init window
InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
// Load game resources: textures
Texture2D sky = LoadTexture("resources/sky.png");
Texture2D mountains = LoadTexture("resources/mountains.png");
Texture2D sea = LoadTexture("resources/sea.png");
// Define scrolling variables
int backScrolling = 0;
int seaScrolling = 0;
// Define current screen
GameScreen currentScreen = TITLE;
SetTargetFPS(60); // Setup game frames per second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Game screens management
switch (currentScreen)
{
case TITLE:
{
// Sea scrolling
seaScrolling -= 2;
if (seaScrolling <= -screenWidth) seaScrolling = 0;
// Press enter to change to gameplay screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
{
// Background scrolling logic
backScrolling--;
if (backScrolling <= -screenWidth) backScrolling = 0;
// Sea scrolling logic
seaScrolling -= 8;
if (seaScrolling <= -screenWidth) seaScrolling = 0;
// Press enter to change to ending screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = ENDING;
}
} break;
case ENDING:
{
// Press enter to change to title screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = TITLE;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw background (common to all screens)
DrawTexture(sky, 0, 0, WHITE);
DrawTexture(mountains, backScrolling, 0, WHITE);
DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
DrawTexture(sea, seaScrolling, 0, BLUE);
DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE);
switch (currentScreen)
{
case TITLE:
{
// Draw title screen
DrawText("PRESS ENTER", 450, 420, 40, BLACK);
} break;
case GAMEPLAY:
{
// Draw gameplay screen
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
} break;
case ENDING:
{
// Draw ending screen
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload textures
UnloadTexture(sky);
UnloadTexture(mountains);
UnloadTexture(sea);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}