Working in some bugs and screen transition

Detected a VERY weird code behaviour... :(
This commit is contained in:
Ray San 2017-01-24 12:14:15 +01:00
parent 825eab37e2
commit 8a549c3fbe
1 changed files with 52 additions and 49 deletions

View File

@ -30,21 +30,24 @@ const int screenWidth = 1280;
const int screenHeight = 720;
// Required variables to manage screen transitions (fade-in, fade-out)
float transAlpha = 0;
bool onTransition = false;
bool transFadeOut = false;
int transFromScreen = -1;
int transToScreen = -1;
static float transAlpha = 0.0f;
static bool onTransition = false;
static bool transFadeOut = false;
static int transFromScreen = -1;
static int transToScreen = -1;
// NOTE: Some global variables that require to be visible for all screens,
// are defined in screens.h (i.e. currentScreen)
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
void ChangeToScreen(int screen); // No transition effect
void UpdateTransition(void);
void DrawTransition(void);
static void TransitionToScreen(int screen);
static void ChangeToScreen(int screen); // No transition effect
static void UpdateTransition(void);
static void DrawTransition(void);
void UpdateDrawFrame(void); // Update and Draw one frame
static void UpdateDrawFrame(void); // Update and Draw one frame
//static const char *GetExtension(const char *fileName);
@ -115,23 +118,32 @@ int main(int argc, char *argv[])
UnloadSpriteFont(font);
UnloadMusicStream(music);
CloseAudioDevice();
CloseAudioDevice(); // Close audio context
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void TransitionToScreen(int screen)
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Define transition to next screen
static void TransitionToScreen(int screen)
{
onTransition = true;
transFadeOut = false;
transFromScreen = currentScreen;
transToScreen = screen;
transAlpha = 0.0f;
}
// Change to next screen, no transition
void ChangeToScreen(int screen)
{
// Unload current screen
switch (currentScreen)
{
case LOGO: UnloadLogoScreen(); break;
@ -141,6 +153,7 @@ void ChangeToScreen(int screen)
default: break;
}
// Init next screen
switch (screen)
{
case LOGO: InitLogoScreen(); break;
@ -153,16 +166,23 @@ void ChangeToScreen(int screen)
currentScreen = screen;
}
// Update transition effect
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.05f;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
printf("transAlpha: %f\n", transAlpha);
// TODO: Investigate this! SO WEIRD! Comparing with 1.0f does not work! Compiler optimization???
if (transAlpha > 1.00001f) // Make sure alpha is greater than 1.0, to avoid last frame loading stop
{
printf("alpha on change: %e\n", transAlpha);
transAlpha = 1.0f;
// Unload current screen
switch (transFromScreen)
{
case LOGO: UnloadLogoScreen(); break;
@ -172,31 +192,19 @@ void UpdateTransition(void)
default: break;
}
// Load next screen
switch (transToScreen)
{
case LOGO:
{
InitLogoScreen();
currentScreen = LOGO;
} break;
case TITLE:
{
InitTitleScreen();
currentScreen = TITLE;
} break;
case GAMEPLAY:
{
InitGameplayScreen();
currentScreen = GAMEPLAY;
} break;
case ENDING:
{
InitEndingScreen();
currentScreen = ENDING;
} break;
case LOGO: InitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case GAMEPLAY: InitGameplayScreen(); break;
case ENDING: InitEndingScreen(); break;
default: break;
}
currentScreen = transToScreen;
// Activate fade out effect to next loaded screen
transFadeOut = true;
}
}
@ -204,9 +212,9 @@ void UpdateTransition(void)
{
transAlpha -= 0.05f;
if (transAlpha <= 0)
if (transAlpha <= 0.0f)
{
transAlpha = 0;
transAlpha = 0.0f;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
@ -215,6 +223,7 @@ void UpdateTransition(void)
}
}
// Draw transition effect (full-screen rectangle)
void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha));
@ -240,11 +249,7 @@ void UpdateDrawFrame(void)
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1)
{
StopMusicStream(music);
TransitionToScreen(GAMEPLAY);
}
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
} break;
case GAMEPLAY:
@ -265,12 +270,9 @@ void UpdateDrawFrame(void)
default: break;
}
}
else
{
// Update transition (fade-in, fade-out)
UpdateTransition();
}
else UpdateTransition(); // Update transition (fade-in, fade-out)
// TODO: Review! It breaks the game sometimes!!!
if (currentScreen != ENDING) UpdateMusicStream(music);
//----------------------------------------------------------------------------------
@ -289,6 +291,7 @@ void UpdateDrawFrame(void)
default: break;
}
// Draw full screen rectangle in front of everything
if (onTransition) DrawTransition();
//DrawFPS(10, 10);