raylib/templates/simple_game/screens.c

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/**********************************************************************************************
*
* raylib - Simple Game template
*
* Screens Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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 (visible to other modules)
//----------------------------------------------------------------------------------
GameScreen currentScreen = LOGO;
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Logo screen global variables
static int framesCounter;
// Title screen global variables
// Gameplay screen global variables
// Ending screen global variables
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
// Logo Screen Initialization logic
void InitLogoScreen(void)
{
// TODO: Initialize LOGO screen variables here!
framesCounter = 0;
}
// Logo Screen Update logic
void UpdateLogoScreen(void)
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = TITLE;
}
}
// Logo Screen Draw logic
void DrawLogoScreen(void)
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
}
// Logo Screen Unload logic
void UnloadLogoScreen(void)
{
// TODO: Unload LOGO screen variables here!
}
//----------------------------------------------------------------------------------
// Title Screen Functions Definition
//----------------------------------------------------------------------------------
// Title Screen Initialization logic
void InitTitleScreen(void)
{
// TODO: Initialize TITLE screen variables here!
}
// Title Screen Update logic
void UpdateTitleScreen(void)
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = GAMEPLAY;
}
}
// Title Screen Draw logic
void DrawTitleScreen(void)
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
}
// Title Screen Unload logic
void UnloadTitleScreen(void)
{
// TODO: Unload TITLE screen variables here!
}
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Definition
//----------------------------------------------------------------------------------
// Gameplay Screen Initialization logic
void InitGameplayScreen(void)
{
// TODO: Initialize GAMEPLAY screen variables here!
}
// Gameplay Screen Update logic
void UpdateGameplayScreen(void)
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = ENDING;
}
}
// Gameplay Screen Draw logic
void DrawGameplayScreen(void)
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
}
// Gameplay Screen Unload logic
void UnloadGameplayScreen(void)
{
// TODO: Unload GAMEPLAY screen variables here!
}
//----------------------------------------------------------------------------------
// Ending Screen Functions Definition
//----------------------------------------------------------------------------------
// Ending Screen Initialization logic
void InitEndingScreen(void)
{
// TODO: Initialize ENDING screen variables here!
}
// Ending Screen Update logic
void UpdateEndingScreen(void)
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = TITLE;
}
}
// Ending Screen Draw logic
void DrawEndingScreen(void)
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
}
// Ending Screen Unload logic
void UnloadEndingScreen(void)
{
// TODO: Unload ENDING screen variables here!
}