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6.2 KiB

/*******************************************************************************************
*
* raylib - Android Basic Game template
*
* <Game title>
* <Game description>
*
* This game has been created using raylib v1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
//----------------------------------------------------------------------------------
// Android Main entry point
//----------------------------------------------------------------------------------
void android_main(struct android_app *app)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
GameScreen currentScreen = LOGO;
InitWindow(screenWidth, screenHeight, app);
// TODO: Initialize all required variables and load all required data here!
InitAudioDevice(); // Initialize audio device
Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder)
Texture2D texture = LoadTexture("raylib_logo.png"); // Load texture (placed on assets folder)
int framesCounter = 0; // Used to count frames
PlayMusicStream("ambient.ogg");
SetTargetFPS(60); // Not required on Android, already locked to 60 fps
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream();
switch(currentScreen)
{
case LOGO:
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 4 seconds (240 frames) before jumping to TITLE screen
if (framesCounter > 240)
{
currentScreen = TITLE;
}
} break;
case TITLE:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (GetGestureType() == GESTURE_TAP)
{
PlaySound(fx);
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (GetGestureType() == GESTURE_TAP)
{
PlaySound(fx);
currentScreen = ENDING;
}
} break;
case ENDING:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (GetGestureType() == GESTURE_TAP)
{
PlaySound(fx);
currentScreen = TITLE;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("WAIT for 4 SECONDS...", 290, 400, 20, GRAY);
} break;
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
} break;
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
} break;
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here!
UnloadSound(fx); // Unload sound data
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
UnloadTexture(texture); // Unload texture data
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}