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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Logo 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)
//----------------------------------------------------------------------------------
// Logo screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D logo;
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
// Logo Screen Initialization logic
void InitLogoScreen(void)
{
// TODO: Initialize LOGO screen variables here!
framesCounter = 0;
finishScreen = 0;
logo = LoadTexture("resources/raylib_logo.png");
}
// Logo Screen Update logic
void UpdateLogoScreen(void)
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
finishScreen = true;
}
}
// Logo Screen Draw logic
void DrawLogoScreen(void)
{
// TODO: Draw LOGO screen here!
DrawTextEx(font, "LOGO SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, GRAY);
DrawText("WAIT for 2 SECONDS...", 290, 400, 20, GRAY);
DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 100, WHITE);
}
// Logo Screen Unload logic
void UnloadLogoScreen(void)
{
// TODO: Unload LOGO screen variables here!
UnloadTexture(logo);
}
// Logo Screen should finish?
int FinishLogoScreen(void)
{
return finishScreen;
}