raylib/games/repair/screens/screen_title.c

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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2020 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 = 0;
static int finishScreen = 0;
static Texture2D texTitle = { 0 };
static Texture2D texLogo = { 0 };
static int titlePositionY = 0;
static int titleCounter = 0;
//----------------------------------------------------------------------------------
// Title Screen Functions Definition
//----------------------------------------------------------------------------------
// Title Screen Initialization logic
void InitTitleScreen(void)
{
framesCounter = 0;
finishScreen = 0;
texTitle = LoadTexture("resources/title.png");
texLogo = LoadTexture("resources/raylib_logo.png");
player = GenerateCharacter();
titlePositionY = -200;
}
// Title Screen Update logic
void UpdateTitleScreen(void)
{
framesCounter++;
if (framesCounter > 5)
{
int partToChange = GetRandomValue(0, 4);
if (partToChange == 0)
{
player.head = GetRandomValue(0, texHead.width/BASE_HEAD_WIDTH - 1);
player.colHead = headColors[GetRandomValue(0, 5)];
}
else if (partToChange == 1) player.eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
else if (partToChange == 2) player.nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
else if (partToChange == 3) player.mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
else if (partToChange == 4)
{
player.hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
player.colHair = hairColors[GetRandomValue(0, 9)];
}
framesCounter = 0;
}
titlePositionY += 3;
if (titlePositionY > 40) titlePositionY = 40;
titleCounter++;
if (IsKeyPressed(KEY_ENTER)) finishScreen = 1;
}
// Title Screen Draw logic
void DrawTitleScreen(void)
{
DrawTexture(background, 0, 0, GetColor(0xf6aa60ff));
// Draw face, parts keep changing ranomly
DrawCharacter(player, (Vector2){ GetScreenWidth()/2 - 125, 80 });
// Draw face rectangles
//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_EYES_WIDTH/2, 270, BASE_EYES_WIDTH, texEyes.height }, Fade(GREEN, 0.3f));
//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_NOSE_WIDTH/2, 355, BASE_NOSE_WIDTH, texNose.height }, Fade(SKYBLUE, 0.3f));
//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_MOUTH_WIDTH/2, 450, BASE_MOUTH_WIDTH, texMouth.height }, Fade(RED, 0.3f));
DrawTexture(texTitle, GetScreenWidth()/2 - texTitle.width/2, titlePositionY, WHITE);
if (titleCounter > 180)
{
2020-02-06 20:07:25 +03:00
if (GuiButton((Rectangle){ GetScreenWidth()/2 - 440/2, 580, 440, 80 }, "START DATE!", -1)) finishScreen = 1; // GAMEPLAY
}
DrawText("powered by", 20, GetScreenHeight() - texLogo.height - 35, 10, BLACK);
DrawTexture(texLogo, 20, GetScreenHeight() - texLogo.height - 20, WHITE);
}
// Title Screen Unload logic
void UnloadTitleScreen(void)
{
UnloadTexture(texTitle);
UnloadTexture(texLogo);
}
// Title Screen should finish?
int FinishTitleScreen(void)
{
return finishScreen;
}