mirror of https://github.com/raysan5/raylib
Review game templates
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@ -25,8 +25,8 @@
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# Define required raylib variables
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PROJECT_NAME ?= advance_game
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RAYLIB_VERSION ?= 2.5.0
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RAYLIB_API_VERSION ?= 2
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RAYLIB_VERSION ?= 3.0.0
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RAYLIB_API_VERSION ?= 3
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RAYLIB_PATH ?= ../..
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# Define default options
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@ -164,7 +164,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# HTML5 emscripten compiler
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# WARNING: To compile to HTML5, code must be redesigned
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# WARNING: To compile to HTML5, code must be redesigned
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# to use emscripten.h and emscripten_set_main_loop()
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CC = emcc
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endif
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@ -208,7 +208,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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# resource file contains windows executable icon and properties
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# -Wl,--subsystem,windows hides the console window
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CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
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CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
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ifeq ($(BUILD_MODE), RELEASE)
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CFLAGS += -Wl,--subsystem,windows
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endif
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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ifeq ($(RAYLIB_LIBTYPE),STATIC)
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@ -238,7 +241,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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# --profiling # include information for code profiling
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# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
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# --preload-file resources # specify a resources folder for data compilation
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CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
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CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 --preload-file resources
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# Define a custom shell .html and output extension
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CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
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@ -19,6 +19,11 @@
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#include <emscripten/emscripten.h>
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#endif
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GameScreen currentScreen = 0;
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Font font = { 0 };
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Music music = { 0 };
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Sound fxCoin = { 0 };
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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@ -153,7 +158,7 @@ static void UpdateTransition(void)
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{
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if (!transFadeOut)
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{
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transAlpha += 0.02f;
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transAlpha += 0.05f;
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// NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
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// For that reason we compare against 1.01f, to avoid last frame loading stop
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Binary file not shown.
Before Width: | Height: | Size: 3.7 KiB |
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@ -31,10 +31,23 @@
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//----------------------------------------------------------------------------------
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// Logo screen global variables
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static int framesCounter;
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static int finishScreen;
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static int framesCounter = 0;
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static int finishScreen = 0;
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static Texture2D logo;
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static int logoPositionX = 0;
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static int logoPositionY = 0;
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static int lettersCount = 0;
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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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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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@ -43,43 +56,150 @@ static Texture2D logo;
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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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// Initialize LOGO screen variables here!
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finishScreen = 0;
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framesCounter = 0;
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lettersCount = 0;
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logo = LoadTexture("resources/raylib_logo.png");
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logoPositionX = GetScreenWidth()/2 - 128;
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logoPositionY = GetScreenHeight()/2 - 128;
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topSideRecWidth = LOGO_RECS_SIDE;
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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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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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}
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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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// Update LOGO screen variables here!
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if (state == 0) // State 0: Small box blinking
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{
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finishScreen = true;
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framesCounter++;
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if (framesCounter == 80)
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{
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state = 1;
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framesCounter = 0; // Reset counter... will be used later...
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}
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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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{
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alpha = 0.0f;
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finishScreen = 1;
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}
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}
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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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DrawTextEx(font, "LOGO SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, GRAY);
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DrawText("WAIT for 2 SECONDS...", 290, 400, 20, GRAY);
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DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 100, WHITE);
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if (state == 0)
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{
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if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
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}
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else if (state == 1)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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}
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else if (state == 2)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
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}
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else if (state == 3)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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}
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else if (state == 4)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
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}
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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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UnloadTexture(logo);
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// Unload LOGO screen variables here!
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}
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// Logo Screen should finish?
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@ -34,10 +34,10 @@ typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScree
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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GameScreen currentScreen;
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Font font;
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Music music;
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Sound fxCoin;
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extern GameScreen currentScreen;
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extern Font font;
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extern Music music;
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extern Sound fxCoin;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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@ -25,8 +25,8 @@
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# Define required raylib variables
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PROJECT_NAME ?= simple_game
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RAYLIB_VERSION ?= 2.5.0
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RAYLIB_API_VERSION ?= 2
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RAYLIB_VERSION ?= 3.0.0
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RAYLIB_API_VERSION ?= 3
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RAYLIB_PATH ?= ../..
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# Define default options
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@ -164,7 +164,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# HTML5 emscripten compiler
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# WARNING: To compile to HTML5, code must be redesigned
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# WARNING: To compile to HTML5, code must be redesigned
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# to use emscripten.h and emscripten_set_main_loop()
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CC = emcc
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endif
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@ -240,6 +240,11 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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# --preload-file resources # specify a resources folder for data compilation
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CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
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# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
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# we can compile same code for ALL platforms with no change required, but, working on bigger
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# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
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# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
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# Define a custom shell .html and output extension
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CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
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EXT = .html
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@ -25,8 +25,8 @@
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# Define required raylib variables
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PROJECT_NAME ?= standard_game
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RAYLIB_VERSION ?= 2.5.0
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RAYLIB_API_VERSION ?= 2
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RAYLIB_VERSION ?= 3.0.0
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RAYLIB_API_VERSION ?= 3
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RAYLIB_PATH ?= ../..
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# Define default options
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@ -164,7 +164,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# HTML5 emscripten compiler
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# WARNING: To compile to HTML5, code must be redesigned
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# WARNING: To compile to HTML5, code must be redesigned
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# to use emscripten.h and emscripten_set_main_loop()
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CC = emcc
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endif
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@ -240,6 +240,11 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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# --preload-file resources # specify a resources folder for data compilation
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CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
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# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
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# we can compile same code for ALL platforms with no change required, but, working on bigger
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# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
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# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
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# Define a custom shell .html and output extension
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CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
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EXT = .html
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