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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Title 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)
//----------------------------------------------------------------------------------
// Title screen global variables
static int framesCounter;
static int finishScreen;
//----------------------------------------------------------------------------------
// Title Screen Functions Definition
//----------------------------------------------------------------------------------
// Title Screen Initialization logic
void InitTitleScreen(void)
{
// TODO: Initialize TITLE screen variables here!
framesCounter = 0;
finishScreen = 0;
}
// Title Screen Update logic
void UpdateTitleScreen(void)
{
// TODO: Update TITLE screen variables here!
// Press enter or tap to change to GAMEPLAY screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
//finishScreen = 1; // OPTIONS
finishScreen = 2; // GAMEPLAY
PlaySound(fxCoin);
}
}
// Title Screen Draw logic
void DrawTitleScreen(void)
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
DrawTextEx(font, "TITLE SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
}
// Title Screen Unload logic
void UnloadTitleScreen(void)
{
// TODO: Unload TITLE screen variables here!
}
// Title Screen should finish?
int FinishTitleScreen(void)
{
return finishScreen;
}