Review games
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@ -1,14 +1,14 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib - Advance Game template
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* CAT VS ROOMBA [GLOBAL GAME JAM 2019]
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*
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*
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* <Game title>
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* Ah! Home, sweet home! Time for some automatic cleaning...
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* <Game description>
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* if the worst enemy of Roomba allows it... be careful with Cat!
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*
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*
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* This game has been created using raylib (www.raylib.com)
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* This game has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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* Copyright (c) 2019 Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -57,7 +57,7 @@ int main(void)
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{
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{
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// Initialization (Note windowTitle is unused on Android)
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib template - advance game");
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InitWindow(screenWidth, screenHeight, "CAT VS ROOMBA [GGJ19]");
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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InitAudioDevice();
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@ -33,22 +33,22 @@
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Logo screen global variables
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// Logo screen global variables
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static int framesCounter;
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static int framesCounter = 0;
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static int finishScreen;
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static int finishScreen = 0;
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static int logoPositionX;
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static int logoPositionX = 0;
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static int logoPositionY;
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static int logoPositionY = 0;
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static int lettersCount;
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static int lettersCount = 0;
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static int topSideRecWidth;
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static int topSideRecWidth = 0;
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static int leftSideRecHeight;
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static int leftSideRecHeight = 0;
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static int bottomSideRecWidth;
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static int bottomSideRecWidth = 0;
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static int rightSideRecHeight;
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static int rightSideRecHeight = 0;
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static char raylib[8]; // raylib text array, max 8 letters
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static char raylib[8] = { 0 }; // raylib text array, max 8 letters
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static int state; // Tracking animation states (State Machine)
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static int state = 0; // Tracking animation states (State Machine)
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static float alpha = 1.0f; // Useful for fading
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static float alpha = 1.0f; // Useful for fading
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -1,20 +1,19 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* JUST DO - Global Game Jam 2015 Videogame
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* JUST DO [GLOBAL GAME JAM 2015]
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* Experimental puzzle game that lets the user try to find a logic solution to
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* different shape-color-based situations.
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*
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*
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* Developed by: Ramon Santamaria (Ray San)
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* Experimental puzzle game that lets the user try to find a logic
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* solution to different shape-color-based situations.
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*
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*
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* This game has been created using raylib 1.6 (www.raylib.com)
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* This game has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* raylib - Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "screens/screens.h" // NOTE: Defines currentScreen
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#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#include <emscripten/emscripten.h>
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@ -53,7 +52,7 @@ int main(void)
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{
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{
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// Initialization (Note windowTitle is unused on Android)
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "GGJ15 - JUST DO");
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InitWindow(screenWidth, screenHeight, "JUST DO [GGJ15]");
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// Load global data here (assets that must be available in all screens, i.e. fonts)
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// Load global data here (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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InitAudioDevice();
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@ -74,9 +73,6 @@ int main(void)
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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if (IsKeyPressed(KEY_SPACE)) PlaySound(levelWin);
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UpdateDrawFrame();
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UpdateDrawFrame();
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}
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}
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#endif
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#endif
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@ -144,6 +140,8 @@ void UpdateDrawFrame(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (currentScreen != LOGO) UpdateMusicStream(music);
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if (!onTransition)
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if (!onTransition)
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{
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{
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if (IsKeyPressed('0'))
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if (IsKeyPressed('0'))
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@ -197,8 +195,6 @@ void UpdateDrawFrame(void)
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InitLevel08Screen();
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InitLevel08Screen();
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}
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}
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UpdateMusicStream(music);
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switch(currentScreen)
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switch(currentScreen)
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{
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{
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case LOGO:
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case LOGO:
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib - Koala Seasons game
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* Koala Seasons [emegeme 2015]
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*
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*
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* Koala Seasons is a runner, you must survive as long as possible jumping from tree to tree
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* Koala Seasons is a runner, you must survive as long as possible jumping from tree to tree
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* Ready to start the adventure? How long can you survive?
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* Ready to start the adventure? How long can you survive?
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "screens/screens.h" // NOTE: Defines currentScreen
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#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#include <emscripten/emscripten.h>
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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static const int screenWidth = 1280;
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static const int screenHeight = 720;
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static float transAlpha = 0;
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static float transAlpha = 0;
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static bool onTransition = false;
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static bool onTransition = false;
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static bool transFadeOut = false;
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static bool transFadeOut = false;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Main entry point
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// Main entry point
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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int main(void) {
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int main(void)
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// Initialization
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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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//---------------------------------------------------------
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const int screenWidth = 1280;
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InitWindow(screenWidth, screenHeight, "KOALA SEASONS");
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const int screenHeight = 720;
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const char windowTitle[30] = "KOALA SEASONS";
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//SetConfigFlags(FLAG_FULLSCREEN_MODE);
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// Note that windowTitle is ignored on Android
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InitWindow(screenWidth, screenHeight, windowTitle);
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// Load global data here (assets that must be available in all screens, i.e. fonts)
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// Load global data here (assets that must be available in all screens, i.e. fonts)
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font = LoadFont("resources/graphics/mainfont.png");
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font = LoadFont("resources/graphics/mainfont.png");
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
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* LIGHT MY RITUAL [GLOBAL GAME JAM 2016]
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*
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*
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* Preparing a ritual session is not that easy.
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* Preparing a ritual session is not that easy.
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* You must light all the candles before the astral alignment finishes...
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* You must light all the candles before the astral alignment finishes...
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* but dark creatures move in the shadows to put out all your lights!
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* but dark creatures move in the shadows to put out all your lights!
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* Be fast! Be smart! Light my ritual!
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* Be fast! Be smart! Light my ritual!
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*
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*
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* This game has been created using raylib (www.raylib.com)
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* This game has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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{
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{
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// Initialization (Note windowTitle is unused on Android)
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
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InitWindow(screenWidth, screenHeight, "LIGHT MY RITUAL! [GGJ16]");
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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InitAudioDevice();
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*
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*
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* SKULLY ESCAPE [KING GAME JAM 2015]
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* SKULLY ESCAPE [KING GAME JAM 2015]
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*
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*
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* A scary graphic adventure in an old mansion
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*
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* This game has been created using raylib 1.6 (www.raylib.com)
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* This game has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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{
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{
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// Initialization (Note windowTitle is unused on Android)
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM]");
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InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM 2015]");
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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InitAudioDevice();
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// Count the number of replacements needed
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// Count the number of replacements needed
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ins = orig;
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ins = orig;
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for (count = 0; tmp = strstr(ins, rep); ++count)
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for (count = 0; (tmp = strstr(ins, rep)); ++count)
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{
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{
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ins = tmp + len_rep;
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ins = tmp + len_rep;
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}
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}
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#include "raylib.h"
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#include "raylib.h"
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#include "screens.h"
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#include "screens.h"
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#define LOGO_RECS_SIDE 16
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Logo screen global variables
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// Logo screen global variables
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static int framesCounter;
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static int framesCounter = 0;
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static int finishScreen;
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static int finishScreen = 0;
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static Texture2D logoCW;
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static int logoPositionX = 0;
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static int logoPositionY = 0;
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static float fadeValue;
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static int lettersCount = 0;
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static int showLogoFrames;
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static bool fadeOut;
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static int topSideRecWidth = 0;
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static int leftSideRecHeight = 0;
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static int bottomSideRecWidth = 0;
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static int rightSideRecHeight = 0;
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static char raylib[8] = { 0 }; // raylib text array, max 8 letters
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static int state = 0; // Tracking animation states (State Machine)
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static float alpha = 1.0f; // Useful for fading
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static Texture2D texLogoCW = { 0 }; // Cinamon Works texture
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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// Logo Screen Functions Definition
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// Logo Screen Initialization logic
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// Logo Screen Initialization logic
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void InitLogoScreen(void)
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void InitLogoScreen(void)
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{
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{
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framesCounter = 0;
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// Initialize LOGO screen variables here!
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finishScreen = 0;
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finishScreen = 0;
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framesCounter = 0;
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lettersCount = 0;
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logoCW = LoadTexture("resources/textures/cw_logo.png");
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logoPositionX = GetScreenWidth()/2 - 128;
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logoPositionY = GetScreenHeight()/2 - 128;
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showLogoFrames = 60;
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topSideRecWidth = LOGO_RECS_SIDE;
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fadeValue = 0;
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leftSideRecHeight = LOGO_RECS_SIDE;
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bottomSideRecWidth = LOGO_RECS_SIDE;
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rightSideRecHeight = LOGO_RECS_SIDE;
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fadeOut = false;
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for (int i = 0; i < 8; i++) raylib[i] = '\0';
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state = 0;
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alpha = 1.0f;
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texLogoCW = LoadTexture("resources/textures/cw_logo.png");
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}
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}
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// Logo Screen Update logic
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// Logo Screen Update logic
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void UpdateLogoScreen(void)
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void UpdateLogoScreen(void)
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{
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{
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if (!fadeOut)
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// Update LOGO screen variables here!
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{
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if (state == 0) // State 0: Small box blinking
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fadeValue += 0.02f;
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{
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if (fadeValue > 1.01f)
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framesCounter++;
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if (framesCounter == 80)
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{
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{
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fadeValue = 1.0f;
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state = 1;
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framesCounter++;
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framesCounter = 0; // Reset counter... will be used later...
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}
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if ((framesCounter%showLogoFrames) == 0)
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}
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else if (state == 1) // State 1: Top and left bars growing
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{
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topSideRecWidth += 8;
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leftSideRecHeight += 8;
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if (topSideRecWidth == 256) state = 2;
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}
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else if (state == 2) // State 2: Bottom and right bars growing
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{
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bottomSideRecWidth += 8;
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rightSideRecHeight += 8;
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if (bottomSideRecWidth == 256) state = 3;
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}
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else if (state == 3) // State 3: Letters appearing (one by one)
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{
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framesCounter++;
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if (framesCounter/10) // Every 12 frames, one more letter!
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{
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lettersCount++;
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framesCounter = 0;
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}
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switch (lettersCount)
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{
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case 1: raylib[0] = 'r'; break;
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case 2: raylib[1] = 'a'; break;
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case 3: raylib[2] = 'y'; break;
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case 4: raylib[3] = 'l'; break;
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case 5: raylib[4] = 'i'; break;
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case 6: raylib[5] = 'b'; break;
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default: break;
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}
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// When all letters have appeared...
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if (lettersCount >= 10)
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{
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state = 4;
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framesCounter = 0;
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}
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}
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else if (state == 4)
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{
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framesCounter++;
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if (framesCounter > 100)
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{
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alpha -= 0.02f;
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if (alpha <= 0.0f)
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{
|
{
|
||||||
fadeOut = true;
|
alpha = 0.0f;
|
||||||
finishScreen = true;
|
framesCounter = 0;
|
||||||
}
|
state = 5;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
if (IsKeyPressed(KEY_ENTER)) finishScreen = true;
|
else if (state == 5)
|
||||||
|
{
|
||||||
|
alpha += 0.02f;
|
||||||
|
if (alpha >= 1.0f) alpha = 1.0f;
|
||||||
|
|
||||||
|
framesCounter++;
|
||||||
|
if (framesCounter > 200)
|
||||||
|
{
|
||||||
|
framesCounter = 0;
|
||||||
|
state = 6;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (state == 6)
|
||||||
|
{
|
||||||
|
alpha -= 0.02f;
|
||||||
|
if (alpha >= 1.0f) alpha = 1.0f;
|
||||||
|
|
||||||
|
framesCounter++;
|
||||||
|
if (framesCounter > 100)
|
||||||
|
{
|
||||||
|
framesCounter = 0;
|
||||||
|
finishScreen = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Logo Screen Draw logic
|
// Logo Screen Draw logic
|
||||||
void DrawLogoScreen(void)
|
void DrawLogoScreen(void)
|
||||||
{
|
{
|
||||||
DrawTexture(logoCW, GetScreenWidth()/2 - logoCW.width/2, GetScreenHeight()/2 - logoCW.height/2, Fade(WHITE, fadeValue));
|
if (state == 0)
|
||||||
|
{
|
||||||
|
if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
|
||||||
|
}
|
||||||
|
else if (state == 1)
|
||||||
|
{
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
||||||
|
}
|
||||||
|
else if (state == 2)
|
||||||
|
{
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
||||||
|
|
||||||
|
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
|
||||||
|
}
|
||||||
|
else if (state == 3)
|
||||||
|
{
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
|
||||||
|
|
||||||
|
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
|
||||||
|
|
||||||
|
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
||||||
|
|
||||||
|
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
|
||||||
|
}
|
||||||
|
else if (state == 4)
|
||||||
|
{
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
|
||||||
|
|
||||||
|
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
|
||||||
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
|
||||||
|
|
||||||
|
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
||||||
|
|
||||||
|
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
|
||||||
|
|
||||||
|
if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
|
||||||
|
}
|
||||||
|
else if ((state == 5) || (state == 6)) DrawTexture(texLogoCW, GetScreenWidth()/2 - texLogoCW.width/2, GetScreenHeight()/2 - texLogoCW.height/2, Fade(WHITE, alpha));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Logo Screen Unload logic
|
// Logo Screen Unload logic
|
||||||
void UnloadLogoScreen(void)
|
void UnloadLogoScreen(void)
|
||||||
{
|
{
|
||||||
UnloadTexture(logoCW);
|
// Unload LOGO screen variables here!
|
||||||
|
UnloadTexture(texLogoCW);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Logo Screen should finish?
|
// Logo Screen should finish?
|
||||||
int FinishLogoScreen(void)
|
int FinishLogoScreen(void)
|
||||||
{
|
{
|
||||||
return finishScreen;
|
return finishScreen;
|
||||||
}
|
}
|
||||||
|
@ -1,13 +1,14 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib - transmission mission
|
* TRANSMISSION MISSION [GLOBAL GAME JAM 2018]
|
||||||
*
|
*
|
||||||
* Code and transmit the right message
|
* Code the different filtration messages to be send to newspaper
|
||||||
|
* to avoid being understood in case of interception.
|
||||||
*
|
*
|
||||||
* This game has been created using raylib (www.raylib.com)
|
* This game has been created using raylib 1.8 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@ -53,13 +54,9 @@ static void UpdateDrawFrame(void); // Update and Draw one frame
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization (Note windowTitle is unused on Android)
|
||||||
//---------------------------------------------------------
|
//---------------------------------------------------------
|
||||||
#ifndef PLATFORM_ANDROID
|
InitWindow(screenWidth, screenHeight, "transmission mission [GGJ18]");
|
||||||
SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE);
|
|
||||||
#endif
|
|
||||||
// Note windowTitle is unused on Android
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
|
|
||||||
|
|
||||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||||
InitAudioDevice();
|
InitAudioDevice();
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* GLOBAL GAME JAM 2017 - WAVE COLLECTOR
|
* WAVE COLLECTOR [GLOBAL GAME JAM 2017]
|
||||||
*
|
*
|
||||||
* The ultimate wave particles collector is here!
|
* The ultimate wave particles collector is here!
|
||||||
* You must follow the wave and collect all the particles
|
* You must follow the wave and collect all the particles
|
||||||
@ -85,7 +85,7 @@ int main(int argc, char *argv[])
|
|||||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||||
#endif
|
#endif
|
||||||
// Note windowTitle is unused on Android
|
// Note windowTitle is unused on Android
|
||||||
InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
|
InitWindow(screenWidth, screenHeight, "WAVE COLLECTOR [GGJ17]");
|
||||||
|
|
||||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||||
InitAudioDevice();
|
InitAudioDevice();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user