2020-02-03 20:31:30 +03:00
|
|
|
/*******************************************************************************************
|
|
|
|
*
|
2020-02-06 20:07:25 +03:00
|
|
|
* RE_PAIR [GLOBAL GAME JAM 2020]
|
2020-02-03 20:31:30 +03:00
|
|
|
*
|
2020-02-06 20:07:25 +03:00
|
|
|
* Let's find your perfect match!
|
|
|
|
* Ready for dating? Do you need some face tweaks? Choose wisely!
|
2020-02-03 20:31:30 +03:00
|
|
|
*
|
2020-02-06 20:07:25 +03:00
|
|
|
* This game has been created using raylib 3.0 (www.raylib.com)
|
2020-02-03 20:31:30 +03:00
|
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
|
|
*
|
2020-02-06 20:07:25 +03:00
|
|
|
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
|
2020-02-03 20:31:30 +03:00
|
|
|
*
|
|
|
|
********************************************************************************************/
|
|
|
|
|
|
|
|
#include "raylib.h"
|
|
|
|
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
|
|
|
|
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
|
|
#include <emscripten/emscripten.h>
|
|
|
|
#endif
|
|
|
|
|
|
|
|
GameScreen currentScreen = 0;
|
|
|
|
Font font = { 0 };
|
|
|
|
Music music = { 0 };
|
|
|
|
Sound fxCoin = { 0 };
|
|
|
|
Texture2D background = { 0 };
|
|
|
|
Texture2D texNPatch = { 0 };
|
|
|
|
NPatchInfo npInfo = { 0 };
|
|
|
|
|
|
|
|
Texture2D texHead, texHair, texNose, texMouth, texEyes, texComp;
|
|
|
|
|
|
|
|
Character playerBase = { 0 };
|
|
|
|
Character datingBase = { 0 };
|
|
|
|
|
|
|
|
Character player = { 0 };
|
|
|
|
Character dating = { 0 };
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// 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)
|
|
|
|
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
|
|
|
|
|
|
|
|
static void TransitionToScreen(int screen);
|
|
|
|
static void UpdateTransition(void);
|
|
|
|
static void DrawTransition(void);
|
|
|
|
|
|
|
|
static void UpdateDrawFrame(void); // Update and Draw one frame
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Main entry point
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
int main(void)
|
|
|
|
{
|
|
|
|
// Initialization (Note windowTitle is unused on Android)
|
|
|
|
//---------------------------------------------------------
|
2020-02-06 20:07:25 +03:00
|
|
|
InitWindow(screenWidth, screenHeight, "RE-PAIR [GGJ2020]");
|
2020-02-03 20:31:30 +03:00
|
|
|
|
|
|
|
// 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");
|
|
|
|
npInfo.sourceRec = (Rectangle){ 0, 0, 80, texNPatch.height },
|
|
|
|
npInfo.left = 24;
|
|
|
|
npInfo.top = 24;
|
|
|
|
npInfo.right = 24;
|
|
|
|
npInfo.bottom = 24;
|
|
|
|
|
|
|
|
// Load required textures
|
|
|
|
texHead = LoadTexture("resources/head_models.png");
|
|
|
|
texHair = LoadTexture("resources/hair_models.png");
|
|
|
|
texNose = LoadTexture("resources/nose_models.png");
|
|
|
|
texMouth = LoadTexture("resources/mouth_models.png");
|
|
|
|
texEyes = LoadTexture("resources/eyes_models.png");
|
|
|
|
//texComp = LoadTexture("resources/comp_models.png");
|
|
|
|
|
|
|
|
SetMusicVolume(music, 0.5f);
|
|
|
|
//PlayMusicStream(music);
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CustomizeCharacter(Character *character)
|
|
|
|
{
|
|
|
|
if (GetRandomValue(0, 1)) character->hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
|
|
|
|
if (GetRandomValue(0, 1)) character->colHair = hairColors[GetRandomValue(0, 9)];
|
|
|
|
if (GetRandomValue(0, 1)) character->eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
|
|
|
|
if (GetRandomValue(0, 1)) character->nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
|
|
|
|
if (GetRandomValue(0, 1)) character->mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
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));
|
|
|
|
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));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gui Button
|
|
|
|
bool GuiButton(Rectangle bounds, const char *text, int forcedState)
|
|
|
|
{
|
|
|
|
static const int textColor[4] = { 0xeff6ffff, 0x78e782ff, 0xb04d5fff, 0xd6d6d6ff };
|
|
|
|
|
|
|
|
int state = (forcedState >= 0)? forcedState : 0; // NORMAL
|
|
|
|
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
|
|
|
|
|
2020-02-06 20:07:25 +03:00
|
|
|
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) || IsGestureDetected(GESTURE_TAP))
|
2020-02-03 20:31:30 +03:00
|
|
|
{
|
|
|
|
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
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// 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();
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
}
|