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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Gameplay screen global variables
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static int framesCounter;
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static int finishScreen;
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitGameplayScreen(void)
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{
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// TODO: Initialize GAMEPLAY screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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}
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// Gameplay Screen Update logic
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void UpdateGameplayScreen(void)
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{
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// TODO: Update GAMEPLAY screen variables here!
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// Press enter or tap to change to ENDING screen
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
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{
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finishScreen = 1;
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PlaySound(fxCoin);
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}
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}
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// Gameplay Screen Draw logic
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void DrawGameplayScreen(void)
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{
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// TODO: Draw GAMEPLAY screen here!
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
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DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON);
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DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
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}
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// Gameplay Screen Unload logic
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void UnloadGameplayScreen(void)
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{
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// TODO: Unload GAMEPLAY screen variables here!
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}
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// Gameplay Screen should finish?
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int FinishGameplayScreen(void)
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{
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return finishScreen;
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}
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