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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 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 Texture2D background;
static Texture2D title;
static float titleAlpha = 0.0f;
static Sound fxStart;
//----------------------------------------------------------------------------------
// Title Screen Functions Definition
//----------------------------------------------------------------------------------
// Title Screen Initialization logic
void InitTitleScreen(void)
{
// Initialize TITLE screen variables here!
framesCounter = 0;
finishScreen = 0;
background = LoadTexture("resources/textures/back_title.png");
title = LoadTexture("resources/textures/title.png");
fxStart = LoadSound("resources/audio/start.wav");
}
// Title Screen Update logic
void UpdateTitleScreen(void)
{
// Update TITLE screen variables here!
framesCounter++;
titleAlpha += 0.005f;
if (titleAlpha >= 1.0f) titleAlpha = 1.0f;
// Press enter to change to ATTIC screen
if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
{
PlaySound(fxStart);
finishScreen = 1;
}
}
// Title Screen Draw logic
void DrawTitleScreen(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 26, 26, 26, 255 });
DrawTexture(background, GetScreenWidth()/2 - background.width/2, 0, WHITE);
DrawTexture(title, GetScreenWidth()/2 - title.width/2, 30, Fade(WHITE, titleAlpha));
DrawText("(c) Developed by Ramon Santamaria (@raysan5)", 20, GetScreenHeight() - 40, 20, LIGHTGRAY);
if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawTextEx(font, "PRESS ENTER to START LIGHTING", (Vector2){ 230, 450 }, font.baseSize, -2, WHITE);
}
// Title Screen Unload logic
void UnloadTitleScreen(void)
{
// Unload TITLE screen variables here!
UnloadTexture(background);
UnloadTexture(title);
UnloadSound(fxStart);
}
// Title Screen should finish?
int FinishTitleScreen(void)
{
return finishScreen;
}