| /******************************************************************************************* | |
| * | |
| *   GLOBAL GAME JAM 2016 - LIGHT MY RITUAL! | |
| * | |
| *   Preparing a ritual session is not that easy.  | |
| *   You must light all the candles before the astral alignment finishes...  | |
| *   but dark creatures move in the shadows to put out all your lights!  | |
| *   Be fast! Be smart! Light my ritual! | |
| * | |
| *   This game has been created using raylib (www.raylib.com) | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
| * | |
| *   Copyright (c) 2015 Ramon Santamaria (@raysan5) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
| #include "screens/screens.h"    // NOTE: Defines global variable: currentScreen | |
|  | |
| #include <stdlib.h> | |
|  | |
| #if defined(PLATFORM_ANDROID) | |
|     #include "android_native_app_glue.h" | |
| #endif | |
|  | |
| #if defined(PLATFORM_WEB) | |
|     #include <emscripten/emscripten.h> | |
| #endif | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Global Variables Definition (local to this module) | |
| //---------------------------------------------------------------------------------- | |
| const int screenWidth = 1280; | |
| const int screenHeight = 720; | |
| 
 | |
| // Required variables to manage screen transitions (fade-in, fade-out) | |
| float transAlpha = 0; | |
| bool onTransition = false; | |
| bool transFadeOut = false; | |
| int transFromScreen = -1; | |
| int transToScreen = -1; | |
| 
 | |
| static Music music; | |
|      | |
| //---------------------------------------------------------------------------------- | |
| // Local Functions Declaration | |
| //---------------------------------------------------------------------------------- | |
| void TransitionToScreen(int screen); | |
| void ChangeToScreen(int screen);    // No transition effect | |
| void UpdateTransition(void); | |
| void DrawTransition(void); | |
| 
 | |
| void UpdateDrawFrame(void);         // Update and Draw one frame | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Main entry point | |
| //---------------------------------------------------------------------------------- | |
| #if defined(PLATFORM_ANDROID) | |
| void android_main(struct android_app *app)  | |
| #else | |
| int main(void) | |
| #endif | |
| { | |
| 	// Initialization | |
| 	//--------------------------------------------------------- | |
| #if defined(PLATFORM_ANDROID) | |
|     InitWindow(screenWidth, screenHeight, app); | |
| #else | |
|     InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!"); | |
| #endif | |
|  | |
|     // Global data loading (assets that must be available in all screens, i.e. fonts) | |
|     InitAudioDevice(); | |
| 
 | |
|     Image image = LoadImage("resources/lights_map.png");  // Load image in CPU memory (RAM) | |
|      | |
|     lightsMap = GetImageData(image);            // Get image pixels data as an array of Color | |
|     lightsMapWidth = image.width; | |
|     lightsMapHeight = image.height; | |
|      | |
|     UnloadImage(image);                         // Unload image from CPU memory (RAM) | |
|      | |
|     font = LoadSpriteFont("resources/font_arcadian.png"); | |
| 	//doors = LoadTexture("resources/textures/doors.png"); | |
|     //sndDoor = LoadSound("resources/audio/door.ogg"); | |
|      | |
|     music = LoadMusicStream("resources/audio/ambient.ogg"); | |
|     PlayMusicStream(music); | |
|     SetMusicVolume(music, 1.0f); | |
| 
 | |
|     // Setup and Init first screen | |
|     currentScreen = LOGO_RL; | |
|     //InitTitleScreen(); | |
|     //InitGameplayScreen(); | |
|     rlInitLogoScreen(); | |
| 
 | |
| #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 | |
|     //-------------------------------------------------------------------------------------- | |
|     switch (currentScreen) | |
|     { | |
|         case LOGO_RL: rlUnloadLogoScreen(); break; | |
|         case TITLE: UnloadTitleScreen(); break; | |
|         case GAMEPLAY: UnloadGameplayScreen(); break; | |
|         default: break; | |
|     } | |
|      | |
|     // Unload all global loaded data (i.e. fonts) here! | |
|     UnloadSpriteFont(font); | |
|     //UnloadSound(sndDoor); | |
|      | |
|     UnloadMusicStream(music); | |
|      | |
|     free(lightsMap); | |
|      | |
|     CloseAudioDevice(); | |
|      | |
|     CloseWindow();        // Close window and OpenGL context | |
|     //-------------------------------------------------------------------------------------- | |
| #if !defined(PLATFORM_ANDROID) | |
|     return 0; | |
| #endif | |
| } | |
| 
 | |
| void TransitionToScreen(int screen) | |
| { | |
|     onTransition = true; | |
|     transFromScreen = currentScreen; | |
|     transToScreen = screen; | |
| } | |
| 
 | |
| void ChangeToScreen(int screen) | |
| { | |
|     switch (currentScreen) | |
|     { | |
|         case LOGO_RL: rlUnloadLogoScreen(); break; | |
|         case TITLE: UnloadTitleScreen(); break; | |
|         case GAMEPLAY: UnloadGameplayScreen(); break; | |
|         default: break; | |
|     } | |
|      | |
|     switch (screen) | |
|     { | |
|         case LOGO_RL: rlInitLogoScreen(); break; | |
|         case TITLE: InitTitleScreen(); break; | |
|         case GAMEPLAY: InitGameplayScreen(); break; | |
|         default: break; | |
|     } | |
|      | |
|     currentScreen = screen; | |
| } | |
| 
 | |
| void UpdateTransition(void) | |
| { | |
|     if (!transFadeOut) | |
|     { | |
|         transAlpha += 0.05f; | |
| 
 | |
|         if (transAlpha >= 1.0) | |
|         { | |
|             transAlpha = 1.0; | |
|          | |
|             switch (transFromScreen) | |
|             { | |
|                 case LOGO_RL: rlUnloadLogoScreen(); break; | |
|                 case TITLE: UnloadTitleScreen(); break; | |
|                 case GAMEPLAY: UnloadGameplayScreen(); break; | |
|                 default: break; | |
|             } | |
|              | |
|             switch (transToScreen) | |
|             { | |
|                 case LOGO_RL: | |
|                 { | |
|                     rlInitLogoScreen(); | |
|                     currentScreen = LOGO_RL; | |
|                 } break; | |
|                 case TITLE:  | |
|                 { | |
|                     InitTitleScreen(); | |
|                     currentScreen = TITLE;                   | |
|                 } break; | |
|                 case GAMEPLAY: | |
|                 { | |
|                     InitGameplayScreen();  | |
|                     currentScreen = GAMEPLAY; | |
|                 } break; | |
|                 default: break; | |
|             } | |
|              | |
|             transFadeOut = true; | |
|         } | |
|     } | |
|     else  // Transition fade out logic | |
|     { | |
|         transAlpha -= 0.05f; | |
|          | |
|         if (transAlpha <= 0) | |
|         { | |
|             transAlpha = 0; | |
|             transFadeOut = false; | |
|             onTransition = false; | |
|             transFromScreen = -1; | |
|             transToScreen = -1; | |
|         } | |
|     } | |
| } | |
| 
 | |
| void DrawTransition(void) | |
| { | |
|     DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha)); | |
| } | |
| 
 | |
| // Update and draw game frame | |
| void UpdateDrawFrame(void) | |
| { | |
|     // Update | |
|     //---------------------------------------------------------------------------------- | |
|     if (!onTransition) | |
|     { | |
|         switch(currentScreen)  | |
|         { | |
|             case LOGO_RL:  | |
|             { | |
|                 rlUpdateLogoScreen(); | |
|                  | |
|                 if (rlFinishLogoScreen()) TransitionToScreen(TITLE); | |
| 
 | |
|             } break; | |
|             case TITLE:  | |
|             { | |
|                 UpdateTitleScreen(); | |
|                  | |
|                 if (FinishTitleScreen() == 1) | |
|                 { | |
|                     StopMusicStream(music); | |
|                     TransitionToScreen(GAMEPLAY); | |
|                 } | |
| 
 | |
|             } break; | |
|             case GAMEPLAY: | |
|             {  | |
|                 UpdateGameplayScreen(); | |
|                  | |
|                 if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL); | |
|                 else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE); | |
| 
 | |
|             } break; | |
|             default: break; | |
|         } | |
|     } | |
|     else | |
|     { | |
|         // Update transition (fade-in, fade-out) | |
|         UpdateTransition(); | |
|     } | |
|      | |
|     if (currentScreen != GAMEPLAY) UpdateMusicStream(music); | |
|     //---------------------------------------------------------------------------------- | |
|      | |
|     // Draw | |
|     //---------------------------------------------------------------------------------- | |
|     BeginDrawing(); | |
|      | |
|         ClearBackground(RAYWHITE); | |
|          | |
|         switch(currentScreen)  | |
|         { | |
|             case LOGO_RL: rlDrawLogoScreen(); break; | |
|             case TITLE: DrawTitleScreen(); break; | |
|             case GAMEPLAY: DrawGameplayScreen(); break; | |
|             default: break; | |
|         } | |
| 	 | |
|         if (onTransition) DrawTransition(); | |
|      | |
|         //DrawFPS(10, 10); | |
|      | |
|     EndDrawing(); | |
|     //---------------------------------------------------------------------------------- | |
| } | |
| 
 |