195 lines
5.7 KiB
C
195 lines
5.7 KiB
C
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/**********************************************************************************************
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*
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* raylib - Simple Game template
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*
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* Screens Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Definition (visible to other modules)
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//----------------------------------------------------------------------------------
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GameScreen currentScreen = LOGO;
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Logo screen global variables
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static int framesCounter;
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// Title screen global variables
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// Gameplay screen global variables
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// Ending screen global variables
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Logo Screen Initialization logic
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void InitLogoScreen(void)
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{
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// TODO: Initialize LOGO screen variables here!
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framesCounter = 0;
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}
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// Logo Screen Update logic
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void UpdateLogoScreen(void)
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{
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// TODO: Update LOGO screen variables here!
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framesCounter++; // Count frames
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// Wait for 2 seconds (120 frames) before jumping to TITLE screen
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if (framesCounter > 120)
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{
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currentScreen = TITLE;
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}
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}
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// Logo Screen Draw logic
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void DrawLogoScreen(void)
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{
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// TODO: Draw LOGO screen here!
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DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
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DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
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}
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// Logo Screen Unload logic
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void UnloadLogoScreen(void)
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{
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// TODO: Unload LOGO screen variables here!
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}
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//----------------------------------------------------------------------------------
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// Title Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Title Screen Initialization logic
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void InitTitleScreen(void)
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{
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// TODO: Initialize TITLE screen variables here!
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}
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// Title Screen Update logic
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void UpdateTitleScreen(void)
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{
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// TODO: Update TITLE screen variables here!
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// Press enter to change to GAMEPLAY screen
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = GAMEPLAY;
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}
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}
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// Title Screen Draw logic
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void DrawTitleScreen(void)
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{
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// TODO: Draw TITLE screen here!
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
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DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
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DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
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}
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// Title Screen Unload logic
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void UnloadTitleScreen(void)
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{
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// TODO: Unload TITLE screen variables here!
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}
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitGameplayScreen(void)
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{
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// TODO: Initialize GAMEPLAY screen variables here!
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}
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// Gameplay Screen Update logic
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void UpdateGameplayScreen(void)
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{
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// TODO: Update GAMEPLAY screen variables here!
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// Press enter to change to ENDING screen
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = ENDING;
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}
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}
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// Gameplay Screen Draw logic
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void DrawGameplayScreen(void)
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{
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// TODO: Draw GAMEPLAY screen here!
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
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DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
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DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
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}
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// Gameplay Screen Unload logic
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void UnloadGameplayScreen(void)
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{
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// TODO: Unload GAMEPLAY screen variables here!
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}
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Ending Screen Initialization logic
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void InitEndingScreen(void)
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{
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// TODO: Initialize ENDING screen variables here!
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}
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// Ending Screen Update logic
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void UpdateEndingScreen(void)
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{
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// TODO: Update ENDING screen variables here!
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// Press enter to return to TITLE screen
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = TITLE;
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}
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}
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// Ending Screen Draw logic
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void DrawEndingScreen(void)
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{
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// TODO: Draw ENDING screen here!
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
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DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
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DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
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}
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// Ending Screen Unload logic
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void UnloadEndingScreen(void)
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{
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// TODO: Unload ENDING screen variables here!
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}
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