/*******************************************************************************************
							 | 
						|
								*
							 | 
						|
								*   RE_PAIR [GLOBAL GAME JAM 2020]
							 | 
						|
								*
							 | 
						|
								*   Let's find your perfect match! 
							 | 
						|
								*   Ready for dating? Do you need some face tweaks? Choose wisely!
							 | 
						|
								*
							 | 
						|
								*   This game has been created using raylib 3.0 (www.raylib.com)
							 | 
						|
								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
							 | 
						|
								*
							 | 
						|
								*   Copyright (c) 2020 Ramon Santamaria (@raysan5)
							 | 
						|
								*
							 | 
						|
								********************************************************************************************/
							 | 
						|
								
							 | 
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								#include "raylib.h"
							 | 
						|
								#include "screens/screens.h"    // NOTE: Defines global variable: currentScreen
							 | 
						|
								
							 | 
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								#if defined(PLATFORM_WEB)
							 | 
						|
								    #include <emscripten/emscripten.h>
							 | 
						|
								#endif
							 | 
						|
								
							 | 
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								GameScreen currentScreen = 0;
							 | 
						|
								Font font = { 0 };
							 | 
						|
								Music music = { 0 };
							 | 
						|
								Sound fxCoin = { 0 };
							 | 
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								Texture2D background = { 0 };
							 | 
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								Texture2D texNPatch = { 0 };
							 | 
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								NPatchInfo npInfo = { 0 };
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						|
								
							 | 
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								Texture2D texHead, texHair, texNose, texMouth, texEyes, texComp;
							 | 
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							 | 
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								Character playerBase = { 0 };
							 | 
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								Character datingBase = { 0 };
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							 | 
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								Character player = { 0 };
							 | 
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								Character dating = { 0 };
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								//----------------------------------------------------------------------------------
							 | 
						|
								// Global Variables Definition (local to this module)
							 | 
						|
								//----------------------------------------------------------------------------------
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						|
								const int screenWidth = 1280;
							 | 
						|
								const int screenHeight = 720;
							 | 
						|
								
							 | 
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								// Required variables to manage screen transitions (fade-in, fade-out)
							 | 
						|
								static float transAlpha = 0.0f;
							 | 
						|
								static bool onTransition = false;
							 | 
						|
								static bool transFadeOut = false;
							 | 
						|
								static int transFromScreen = -1;
							 | 
						|
								static int transToScreen = -1;
							 | 
						|
								
							 | 
						|
								// NOTE: Some global variables that require to be visible for all screens,
							 | 
						|
								// are defined in screens.h (i.e. currentScreen)
							 | 
						|
								    
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								// Local Functions Declaration
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								static void ChangeToScreen(int screen);     // No transition effect
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						|
								
							 | 
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								static void TransitionToScreen(int screen);
							 | 
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								static void UpdateTransition(void);
							 | 
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								static void DrawTransition(void);
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						|
								
							 | 
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								static void UpdateDrawFrame(void);          // Update and Draw one frame
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						|
								
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								// Main entry point
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								int main(void)
							 | 
						|
								{
							 | 
						|
								    // Initialization (Note windowTitle is unused on Android)
							 | 
						|
								    //---------------------------------------------------------
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						|
								    InitWindow(screenWidth, screenHeight, "RE-PAIR [GGJ2020]");
							 | 
						|
								
							 | 
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								    // Global data loading (assets that must be available in all screens, i.e. fonts)
							 | 
						|
								    InitAudioDevice();
							 | 
						|
								
							 | 
						|
								    font = LoadFont("resources/font.png");
							 | 
						|
								    SetTextureFilter(font.texture, FILTER_BILINEAR);
							 | 
						|
								    
							 | 
						|
								    music = LoadMusicStream("resources/elevator_romance.ogg");
							 | 
						|
								    fxCoin = LoadSound("resources/coin.wav");
							 | 
						|
								    
							 | 
						|
								    background = LoadTexture("resources/background.png");
							 | 
						|
								    
							 | 
						|
								    texNPatch = LoadTexture("resources/npatch.png");
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								    npInfo.sourceRec = (Rectangle){ 0, 0, 80, texNPatch.height },
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								    npInfo.left = 24;
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						|
								    npInfo.top = 24;
							 | 
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								    npInfo.right = 24;
							 | 
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								    npInfo.bottom = 24;
							 | 
						|
								    
							 | 
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								    // Load required textures
							 | 
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								    texHead = LoadTexture("resources/head_models.png");
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								    texHair = LoadTexture("resources/hair_models.png");
							 | 
						|
								    texNose = LoadTexture("resources/nose_models.png");
							 | 
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								    texMouth = LoadTexture("resources/mouth_models.png");
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						|
								    texEyes = LoadTexture("resources/eyes_models.png");
							 | 
						|
								    //texComp = LoadTexture("resources/comp_models.png");
							 | 
						|
								    
							 | 
						|
								    SetMusicVolume(music, 0.5f);
							 | 
						|
								    //PlayMusicStream(music);
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						|
								
							 | 
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								    // Setup and Init first screen
							 | 
						|
								    currentScreen = LOGO;
							 | 
						|
								    InitLogoScreen();
							 | 
						|
								
							 | 
						|
								#if defined(PLATFORM_WEB)
							 | 
						|
								    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
							 | 
						|
								#else
							 | 
						|
								    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
							 | 
						|
								    //--------------------------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								    // Main game loop
							 | 
						|
								    while (!WindowShouldClose())    // Detect window close button or ESC key
							 | 
						|
								    {
							 | 
						|
								        UpdateDrawFrame();
							 | 
						|
								    }
							 | 
						|
								#endif
							 | 
						|
								
							 | 
						|
								    // De-Initialization
							 | 
						|
								    //--------------------------------------------------------------------------------------
							 | 
						|
								    
							 | 
						|
								    // Unload current screen data before closing
							 | 
						|
								    switch (currentScreen)
							 | 
						|
								    {
							 | 
						|
								        case LOGO: UnloadLogoScreen(); break;
							 | 
						|
								        case TITLE: UnloadTitleScreen(); break;
							 | 
						|
								        case GAMEPLAY: UnloadGameplayScreen(); break;
							 | 
						|
								        case ENDING: UnloadEndingScreen(); break;
							 | 
						|
								        default: break;
							 | 
						|
								    }
							 | 
						|
								    
							 | 
						|
								    // Unload all global loaded data (i.e. fonts) here!
							 | 
						|
								    UnloadFont(font);
							 | 
						|
								    UnloadMusicStream(music);
							 | 
						|
								    UnloadSound(fxCoin);
							 | 
						|
								    UnloadTexture(background);
							 | 
						|
								    UnloadTexture(texNPatch);
							 | 
						|
								    
							 | 
						|
								    UnloadTexture(texHead);
							 | 
						|
								    UnloadTexture(texHair);
							 | 
						|
								    UnloadTexture(texNose);
							 | 
						|
								    UnloadTexture(texMouth);
							 | 
						|
								    UnloadTexture(texEyes);
							 | 
						|
								    //UnloadTexture(texComp);
							 | 
						|
								
							 | 
						|
								    CloseAudioDevice();     // Close audio context
							 | 
						|
								    
							 | 
						|
								    CloseWindow();          // Close window and OpenGL context
							 | 
						|
								    //--------------------------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								    return 0;
							 | 
						|
								}
							 | 
						|
								
							 | 
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								//----------------------------------------------------------------------------------
							 | 
						|
								// Public Functions Definition
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								Character GenerateCharacter(void)
							 | 
						|
								{
							 | 
						|
								    Character character = { 0 };
							 | 
						|
								    
							 | 
						|
								    // Generate player character!
							 | 
						|
								    character.head = GetRandomValue(0, texHead.width/BASE_HEAD_WIDTH - 1);
							 | 
						|
								    character.colHead = headColors[GetRandomValue(0, 5)];
							 | 
						|
								    character.hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
							 | 
						|
								    character.colHair = hairColors[GetRandomValue(0, 9)];
							 | 
						|
								    character.eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
							 | 
						|
								    character.nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
							 | 
						|
								    character.mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
							 | 
						|
								    
							 | 
						|
								    // NOTE: No character customization at this point
							 | 
						|
								    
							 | 
						|
								    return character;
							 | 
						|
								}
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							 | 
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								void CustomizeCharacter(Character *character)
							 | 
						|
								{
							 | 
						|
								    if (GetRandomValue(0, 1)) character->hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
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						|
								    if (GetRandomValue(0, 1)) character->colHair = hairColors[GetRandomValue(0, 9)];
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						|
								    if (GetRandomValue(0, 1)) character->eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
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								    if (GetRandomValue(0, 1)) character->nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
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								    if (GetRandomValue(0, 1)) character->mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
							 | 
						|
								}
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							 | 
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								void DrawCharacter(Character character, Vector2 position)
							 | 
						|
								{
							 | 
						|
								    DrawTextureRec(texHair, (Rectangle){ BASE_HAIR_WIDTH*character.hair, 240, BASE_HAIR_WIDTH, texHair.height - 240 }, (Vector2){ position.x + (250 - BASE_HAIR_WIDTH)/2, position.y + 240 }, GetColor(character.colHair));
							 | 
						|
								    DrawTextureRec(texHead, (Rectangle){ BASE_HEAD_WIDTH*character.head, 0, BASE_HEAD_WIDTH, texHead.height }, (Vector2){ position.x + (250 - BASE_HEAD_WIDTH)/2, position.y + 60 }, GetColor(character.colHead));
							 | 
						|
								    DrawTextureRec(texHair, (Rectangle){ BASE_HAIR_WIDTH*character.hair, 0, BASE_HAIR_WIDTH, 240 }, (Vector2){ position.x + (250 - BASE_HAIR_WIDTH)/2, position.y }, GetColor(character.colHair));
							 | 
						|
								    DrawTextureRec(texEyes, (Rectangle){ BASE_EYES_WIDTH*character.eyes, 0, BASE_EYES_WIDTH, texEyes.height }, (Vector2){ position.x + (250 - BASE_EYES_WIDTH)/2, position.y + 190 }, WHITE);
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						|
								    DrawTextureRec(texNose, (Rectangle){ BASE_NOSE_WIDTH*character.nose, 0, BASE_NOSE_WIDTH, texNose.height }, (Vector2){ position.x + (250 - BASE_NOSE_WIDTH)/2, position.y + 275 }, GetColor(character.colHead));
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						|
								    DrawTextureRec(texMouth, (Rectangle){ BASE_MOUTH_WIDTH*character.mouth, 0, BASE_MOUTH_WIDTH, texMouth.height }, (Vector2){ position.x + (250 - BASE_MOUTH_WIDTH)/2, position.y + 370 }, GetColor(character.colHead));
							 | 
						|
								}
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							 | 
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								// Gui Button
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								bool GuiButton(Rectangle bounds, const char *text, int forcedState)
							 | 
						|
								{
							 | 
						|
								    static const int textColor[4] = { 0xeff6ffff, 0x78e782ff, 0xb04d5fff, 0xd6d6d6ff };
							 | 
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								    int state = (forcedState >= 0)? forcedState : 0;                // NORMAL
							 | 
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								    bool pressed = false;
							 | 
						|
								    Vector2 textSize = MeasureTextEx(font, text, font.baseSize, 1);
							 | 
						|
								
							 | 
						|
								    // Update control
							 | 
						|
								    //--------------------------------------------------------------------
							 | 
						|
								    if ((state < 3) && (forcedState < 0))
							 | 
						|
								    {
							 | 
						|
								        Vector2 mousePoint = GetMousePosition();
							 | 
						|
								
							 | 
						|
								        // Check button state
							 | 
						|
								        if (CheckCollisionPointRec(mousePoint, bounds))
							 | 
						|
								        {
							 | 
						|
								            if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = 2;    // PRESSED
							 | 
						|
								            else state = 1;                                         // FOCUSED
							 | 
						|
								
							 | 
						|
								            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) || IsGestureDetected(GESTURE_TAP))
							 | 
						|
								            {
							 | 
						|
								                pressed = true;
							 | 
						|
								                PlaySound(fxCoin);
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								            
							 | 
						|
								    npInfo.sourceRec.x = 80*state;
							 | 
						|
								
							 | 
						|
								    //--------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								    // Draw control
							 | 
						|
								    //--------------------------------------------------------------------
							 | 
						|
								    //DrawRectangleRec(bounds, GREEN);
							 | 
						|
								    //DrawRectangleLinesEx(bounds, 4, DARKGREEN);
							 | 
						|
								    DrawTextureNPatch(texNPatch, npInfo, bounds, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
							 | 
						|
								    DrawTextEx(font, text, (Vector2){ bounds.x + bounds.width/2 - textSize.x/2, bounds.y + bounds.height/2 - textSize.y/2 + 4 }, font.baseSize, 1, GetColor(textColor[state]));
							 | 
						|
								    //------------------------------------------------------------------
							 | 
						|
								    
							 | 
						|
								    return pressed;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								// Module specific Functions Definition
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								
							 | 
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								// Change to next screen, no transition
							 | 
						|
								static void ChangeToScreen(int screen)
							 | 
						|
								{
							 | 
						|
								    // Unload current screen
							 | 
						|
								    switch (currentScreen)
							 | 
						|
								    {
							 | 
						|
								        case LOGO: UnloadLogoScreen(); break;
							 | 
						|
								        case TITLE: UnloadTitleScreen(); break;
							 | 
						|
								        case GAMEPLAY: UnloadGameplayScreen(); break;
							 | 
						|
								        case ENDING: UnloadEndingScreen(); break;
							 | 
						|
								        default: break;
							 | 
						|
								    }
							 | 
						|
								    
							 | 
						|
								    // Init next screen
							 | 
						|
								    switch (screen)
							 | 
						|
								    {
							 | 
						|
								        case LOGO: InitLogoScreen(); break;
							 | 
						|
								        case TITLE: InitTitleScreen(); break;
							 | 
						|
								        case GAMEPLAY: InitGameplayScreen(); break;
							 | 
						|
								        case ENDING: InitEndingScreen(); break;
							 | 
						|
								        default: break;
							 | 
						|
								    }
							 | 
						|
								    
							 | 
						|
								    currentScreen = screen;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Define transition to next screen
							 | 
						|
								static void TransitionToScreen(int screen)
							 | 
						|
								{
							 | 
						|
								    onTransition = true;
							 | 
						|
								    transFadeOut = false;
							 | 
						|
								    transFromScreen = currentScreen;
							 | 
						|
								    transToScreen = screen;
							 | 
						|
								    transAlpha = 0.0f;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Update transition effect
							 | 
						|
								static void UpdateTransition(void)
							 | 
						|
								{
							 | 
						|
								    if (!transFadeOut)
							 | 
						|
								    {
							 | 
						|
								        transAlpha += 0.05f;
							 | 
						|
								        
							 | 
						|
								        // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
							 | 
						|
								        // For that reason we compare against 1.01f, to avoid last frame loading stop
							 | 
						|
								        if (transAlpha > 1.01f)
							 | 
						|
								        {
							 | 
						|
								            transAlpha = 1.0f;
							 | 
						|
								        
							 | 
						|
								            // Unload current screen
							 | 
						|
								            switch (transFromScreen)
							 | 
						|
								            {
							 | 
						|
								                case LOGO: UnloadLogoScreen(); break;
							 | 
						|
								                case TITLE: UnloadTitleScreen(); break;
							 | 
						|
								                case GAMEPLAY: UnloadGameplayScreen(); break;
							 | 
						|
								                case ENDING: UnloadEndingScreen(); break;
							 | 
						|
								                default: break;
							 | 
						|
								            }
							 | 
						|
								            
							 | 
						|
								            // Load next screen
							 | 
						|
								            switch (transToScreen)
							 | 
						|
								            {
							 | 
						|
								                case LOGO: InitLogoScreen(); break;
							 | 
						|
								                case TITLE: InitTitleScreen(); break;
							 | 
						|
								                case GAMEPLAY: InitGameplayScreen(); break;
							 | 
						|
								                case ENDING: InitEndingScreen(); break;
							 | 
						|
								                default: break;
							 | 
						|
								            }
							 | 
						|
								            
							 | 
						|
								            currentScreen = transToScreen;
							 | 
						|
								            
							 | 
						|
								            // Activate fade out effect to next loaded screen
							 | 
						|
								            transFadeOut = true;
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								    else  // Transition fade out logic
							 | 
						|
								    {
							 | 
						|
								        transAlpha -= 0.02f;
							 | 
						|
								        
							 | 
						|
								        if (transAlpha < -0.01f)
							 | 
						|
								        {
							 | 
						|
								            transAlpha = 0.0f;
							 | 
						|
								            transFadeOut = false;
							 | 
						|
								            onTransition = false;
							 | 
						|
								            transFromScreen = -1;
							 | 
						|
								            transToScreen = -1;
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Draw transition effect (full-screen rectangle)
							 | 
						|
								static void DrawTransition(void)
							 | 
						|
								{
							 | 
						|
								    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Update and draw game frame
							 | 
						|
								static void UpdateDrawFrame(void)
							 | 
						|
								{
							 | 
						|
								    // Update
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								    UpdateMusicStream(music);       // NOTE: Music keeps playing between screens
							 | 
						|
								    
							 | 
						|
								    if (!onTransition)
							 | 
						|
								    {
							 | 
						|
								        switch(currentScreen) 
							 | 
						|
								        {
							 | 
						|
								            case LOGO: 
							 | 
						|
								            {
							 | 
						|
								                UpdateLogoScreen();
							 | 
						|
								                
							 | 
						|
								                if (FinishLogoScreen())
							 | 
						|
								                {
							 | 
						|
								                    TransitionToScreen(TITLE);
							 | 
						|
								                    PlayMusicStream(music);
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            case TITLE: 
							 | 
						|
								            {
							 | 
						|
								                UpdateTitleScreen();
							 | 
						|
								                    
							 | 
						|
								                if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
							 | 
						|
								                //else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            case GAMEPLAY:
							 | 
						|
								            {
							 | 
						|
								                UpdateGameplayScreen();
							 | 
						|
								                
							 | 
						|
								                if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
							 | 
						|
								                //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            case ENDING:
							 | 
						|
								            { 
							 | 
						|
								                UpdateEndingScreen();
							 | 
						|
								                
							 | 
						|
								                if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
							 | 
						|
								
							 | 
						|
								            } break;
							 | 
						|
								            default: break;
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								    else UpdateTransition();    // Update transition (fade-in, fade-out)
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								    
							 | 
						|
								    // Draw
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								    BeginDrawing();
							 | 
						|
								        
							 | 
						|
								        ClearBackground(RAYWHITE);
							 | 
						|
								            
							 | 
						|
								        switch(currentScreen) 
							 | 
						|
								        {
							 | 
						|
								            case LOGO: DrawLogoScreen(); break;
							 | 
						|
								            case TITLE: DrawTitleScreen(); break;
							 | 
						|
								            case GAMEPLAY: DrawGameplayScreen(); break;
							 | 
						|
								            case ENDING: DrawEndingScreen(); break;
							 | 
						|
								            default: break;
							 | 
						|
								        }
							 | 
						|
								         
							 | 
						|
								        // Draw full screen rectangle in front of everything
							 | 
						|
								        if (onTransition) DrawTransition();
							 | 
						|
								        
							 | 
						|
								        //DrawFPS(10, 10);
							 | 
						|
								        
							 | 
						|
								    EndDrawing();
							 | 
						|
								    //----------------------------------------------------------------------------------
							 | 
						|
								}
							 |