raylib/games/skully_escape/skully_escape.c

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/*******************************************************************************************
*
* SKULLY ESCAPE [KING GAME JAM 2015]
*
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
#include "player.h"
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#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 int framesCounter = 0;
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
//----------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
void android_main(struct android_app *app)
#else
int main(void)
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#endif
{
// Initialization
//---------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
InitWindow(screenWidth, screenHeight, app);
#else
InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM]");
#endif
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
music = LoadMusicStream("resources/audio/come_play_with_me.ogg");
PlayMusicStream(music);
font = LoadSpriteFont("resources/textures/alagard.png");
doors = LoadTexture("resources/textures/doors.png");
sndDoor = LoadSound("resources/audio/door.ogg");
sndScream = LoadSound("resources/audio/scream.ogg");
InitPlayer();
// 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 all global loaded data (i.e. fonts) here!
UnloadPlayer();
UnloadSpriteFont(font);
UnloadTexture(doors);
UnloadSound(sndDoor);
UnloadSound(sndScream);
UnloadMusicStream(music);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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#if !defined(PLATFORM_ANDROID)
return 0;
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#endif
}
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
void ChangeToScreen(int screen)
{
switch (currentScreen)
{
case LOGO: UnloadLogoScreen(); break;
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case ATTIC: UnloadAtticScreen(); break;
case AISLE01: UnloadAisle01Screen();break;
case AISLE02: UnloadAisle02Screen();break;
case ARMORY: UnloadArmoryScreen();break;
case LIVINGROOM: UnloadLivingroomScreen();break;
case KITCHEN: UnloadKitchenScreen(); break;
case BATHROOM: UnloadBathroomScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
switch (screen)
{
case LOGO: InitLogoScreen(); break;
case LOGO_RL: rlInitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case ATTIC: InitAtticScreen(); break;
case AISLE01: InitAisle01Screen();break;
case AISLE02: InitAisle02Screen();break;
case ARMORY: InitArmoryScreen();break;
case LIVINGROOM: InitLivingroomScreen();break;
case KITCHEN: InitKitchenScreen(); break;
case BATHROOM: InitBathroomScreen(); break;
case ENDING: InitEndingScreen(); break;
default: break;
}
currentScreen = screen;
}
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.05f;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
switch (transFromScreen)
{
case LOGO: UnloadLogoScreen(); break;
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case ATTIC: UnloadAtticScreen(); break;
case AISLE01: UnloadAisle01Screen();break;
case AISLE02: UnloadAisle02Screen();break;
case ARMORY: UnloadArmoryScreen();break;
case LIVINGROOM: UnloadLivingroomScreen();break;
case KITCHEN: UnloadKitchenScreen(); break;
case BATHROOM: UnloadBathroomScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
switch (transToScreen)
{
case LOGO:
{
InitLogoScreen();
currentScreen = LOGO;
} break;
case LOGO_RL:
{
rlInitLogoScreen();
currentScreen = LOGO_RL;
} break;
case TITLE:
{
InitTitleScreen();
currentScreen = TITLE;
} break;
case ATTIC:
{
InitAtticScreen();
currentScreen = ATTIC;
} break;
case AISLE01:
{
InitAisle01Screen();
currentScreen = AISLE01;
} break;
case AISLE02:
{
InitAisle02Screen();
currentScreen = AISLE02;
} break;
case BATHROOM:
{
InitBathroomScreen();
currentScreen = BATHROOM;
} break;
case LIVINGROOM:
{
InitLivingroomScreen();
currentScreen = LIVINGROOM;
} break;
case KITCHEN:
{
InitKitchenScreen();
currentScreen = KITCHEN;
} break;
case ARMORY:
{
InitArmoryScreen();
currentScreen = ARMORY;
} break;
case ENDING:
{
InitEndingScreen();
currentScreen = ENDING;
} 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)
{
if (player.dead)
{
framesCounter++;
if (framesCounter > 80)
{
framesCounter = 0;
player.dead = false;
player.numLifes = 4;
TransitionToScreen(TITLE);
}
}
switch(currentScreen)
{
case LOGO:
{
UpdateLogoScreen();
if (FinishLogoScreen()) ChangeToScreen(LOGO_RL);
} break;
case LOGO_RL:
{
rlUpdateLogoScreen();
if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(ATTIC);
} break;
case ATTIC:
{
UpdateAtticScreen();
if (FinishAtticScreen() == 1) TransitionToScreen(AISLE01);
} break;
case AISLE01:
{
UpdateAisle01Screen();
if (FinishAisle01Screen() == 1) TransitionToScreen(BATHROOM);
else if(FinishAisle01Screen() == 2) TransitionToScreen(KITCHEN);
else if(FinishAisle01Screen() == 3) TransitionToScreen(LIVINGROOM);
} break;
case BATHROOM:
{
UpdateBathroomScreen();
if (FinishBathroomScreen() == 1) TransitionToScreen(AISLE01);
} break;
case LIVINGROOM:
{
UpdateLivingroomScreen();
if (FinishLivingroomScreen() == 1) TransitionToScreen(AISLE01);
else if(FinishLivingroomScreen() == 2)TransitionToScreen(AISLE02);
} break;
case AISLE02:
{
UpdateAisle02Screen();
if (FinishAisle02Screen() == 1) TransitionToScreen(KITCHEN);
} break;
case KITCHEN:
{
UpdateKitchenScreen();
if (FinishKitchenScreen() == 1) TransitionToScreen(ARMORY);
else if(FinishKitchenScreen() == 2)TransitionToScreen(AISLE02);
} break;
case ARMORY:
{
UpdateArmoryScreen();
if(FinishArmoryScreen() == 1) TransitionToScreen(ENDING);
else if(FinishArmoryScreen() == 2) TransitionToScreen(KITCHEN);
} break;
case ENDING:
{
UpdateEndingScreen();
if (FinishEndingScreen()) TransitionToScreen(TITLE);
} break;
default: break;
}
}
else
{
// Update transition (fade-in, fade-out)
UpdateTransition();
}
UpdateMusicStream(music);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO: DrawLogoScreen(); break;
case LOGO_RL: rlDrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case ATTIC: DrawAtticScreen(); break;
case AISLE01: DrawAisle01Screen();break;
case AISLE02: DrawAisle02Screen();break;
case BATHROOM: DrawBathroomScreen();break;
case LIVINGROOM: DrawLivingroomScreen();break;
case KITCHEN: DrawKitchenScreen();break;
case ARMORY: DrawArmoryScreen();break;
case ENDING: DrawEndingScreen(); break;
default: break;
}
if (onTransition) DrawTransition();
//DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}