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