Uploaded gamejam game sources

This commit is contained in:
Ray 2016-01-31 15:31:51 +01:00
parent 708e8c558c
commit e484d58d9c
33 changed files with 1713 additions and 0 deletions

View File

@ -0,0 +1,271 @@
/*******************************************************************************************
*
* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
*
* Preparing a ritual session is not that easy.
* You must light all the candles before the astral alignment finishes...
* but dark creatures move in the shadows to put out all your lights!
* Be fast! Be smart! Light my ritual!
*
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
#include <stdlib.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
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;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
void ChangeToScreen(int screen); // No transition effect
void UpdateTransition(void);
void DrawTransition(void);
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM)
lightsMap = GetImageData(image); // Get image pixels data as an array of Color
lightsMapWidth = image.width;
lightsMapHeight = image.height;
UnloadImage(image); // Unload image from CPU memory (RAM)
//PlayMusicStream("resources/audio/come_play_with_me.ogg");
font = LoadSpriteFont("resources/font_arcadian.png");
//doors = LoadTexture("resources/textures/doors.png");
//sndDoor = LoadSound("resources/audio/door.ogg");
// Setup and Init first screen
currentScreen = LOGO_RL;
//InitTitleScreen();
//InitGameplayScreen();
rlInitLogoScreen();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
switch (currentScreen)
{
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
default: break;
}
// Unload all global loaded data (i.e. fonts) here!
UnloadSpriteFont(font);
//UnloadSound(sndDoor);
free(lightsMap);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
void ChangeToScreen(int screen)
{
switch (currentScreen)
{
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
default: break;
}
switch (screen)
{
case LOGO_RL: rlInitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case GAMEPLAY: InitGameplayScreen(); break;
default: break;
}
currentScreen = screen;
}
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.05f;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
switch (transFromScreen)
{
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
default: break;
}
switch (transToScreen)
{
case LOGO_RL:
{
rlInitLogoScreen();
currentScreen = LOGO_RL;
} break;
case TITLE:
{
InitTitleScreen();
currentScreen = TITLE;
} break;
case GAMEPLAY:
{
InitGameplayScreen();
currentScreen = GAMEPLAY;
} break;
default: break;
}
transFadeOut = true;
}
}
else // Transition fade out logic
{
transAlpha -= 0.05f;
if (transAlpha <= 0)
{
transAlpha = 0;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
transToScreen = -1;
}
}
}
void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
}
// Update and draw game frame
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
switch(currentScreen)
{
case LOGO_RL:
{
rlUpdateLogoScreen();
if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
} break;
case GAMEPLAY:
{
UpdateGameplayScreen();
if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
} break;
default: break;
}
}
else
{
// Update transition (fade-in, fade-out)
UpdateTransition();
}
UpdateMusicStream();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO_RL: rlDrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case GAMEPLAY: DrawGameplayScreen(); break;
default: break;
}
if (onTransition) DrawTransition();
//DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -0,0 +1,203 @@
#**************************************************************************************************
#
# raylib - Advance Game
#
# makefile to compile advance game
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# define raylib platform if not defined (by default, compile for RPI)
# Other possible platform: PLATFORM_DESKTOP
PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
UNAMEOS:=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
else
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
LIBPATH=osx
endif
endif
endif
endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
ifeq ($(PLATFORM_OS),OSX)
# define llvm compiler for mac
CC = clang
else
# define default gcc compiler
CC = gcc
endif
endif
# define compiler flags:
# -O2 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 use standard C from 1999 revision
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
else
CFLAGS = -O2 -Wall -std=c99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
#-s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
# define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
endif
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
LIBS = C:/raylib/raylib/src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# define all screen object files required
SCREENS = \
screens/screen_logo_raylib.o \
screens/screen_title.o \
screens/screen_gameplay.o \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is advance_game
default: light_my_ritual
# compile template - advance_game
light_my_ritual: light_my_ritual.c $(SCREENS)
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile screen LOGO raylib
screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen TITLE
screens/screen_title.o: screens/screen_title.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen ENDING
screens/screen_gameplay.o: screens/screen_gameplay.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
else
ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete
rm -f *.o
else
del *.o *.exe
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -f *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.exe : %.c
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 95 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 430 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 179 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 50 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 104 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 37 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 156 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 41 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 111 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 113 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 208 KiB

View File

@ -0,0 +1,842 @@
/**********************************************************************************************
*
* raylib - Advance Game template
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#include <math.h>
#define MAX_LIGHTS_I 8
#define MAX_LIGHTS_II 12
#define MAX_LIGHTS_III 20
#define MAX_ENEMIES 8
#define MAX_PLAYER_ENERGY 40.0f
#define ENERGY_REFILL_RATIO 0.2f
#define GAMEPAD_SENSITIVITY 4.0f // More sensitivity, more speed :P
#define LIGHT_ANIM_FRAMES 7
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
int radius;
Color color;
float lightEnergy;
} Player;
typedef struct Enemy {
Vector2 position;
Vector2 targetPos; // light target position
int targetNum; // light target number
float speed; // scalar value
int radius;
int active;
int awakeFramesDelay;
int framesCounter;
Color color;
} Enemy;
typedef struct Light {
Vector2 position;
int radius;
int requiredEnergy;
bool active;
Color color;
int framesCounter;
int currentFrame;
Rectangle frameRec;
} Light;
typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel;
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Gameplay screen global variables
static int framesCounter;
static int finishScreen;
//static Texture2D background;
static bool pause;
static Player player;
static Light lightsI[MAX_LIGHTS_I];
static Light lightsII[MAX_LIGHTS_II];
static Light lightsIII[MAX_LIGHTS_III];
static Enemy enemies[MAX_ENEMIES];
static int ritualLevel;
static int previousLightedLevel;
static int currentLightedLevel;
static Vector2 lighterPosition;
static int maxLightEnergy;
static int currentLightEnergy;
static float ritualTime;
static bool startRitual;
static float alphaRitual;
static bool timeOver;
static int nextStarsAlignment;
static Texture2D background;
static Texture2D foregroundI;
static Texture2D foregroundII;
static Texture2D foregroundIII;
static Texture2D texPlayer;
static Texture2D texEnemy;
static Texture2D texLight;
static Texture2D lightGlow;
static Texture2D lightRay;
static Texture2D book;
static Texture2D texRitual;
static Texture2D texTimeOver;
static Texture2D circleIoff, circleIIoff, circleIIIoff;
static Texture2D circleIon, circleIIon, circleIIIon;
static Rectangle lightOff, lightOn;
static Sound fxLightOn, fxLightOff;
// Debug variables
static bool enemiesStopped;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static bool ColorEqual(Color col1, Color col2); // Check if two colors are equal
static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
static void Vector2Normalize(Vector2 *v);
static void EnemyReset(Enemy *enemy);
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Definition
//----------------------------------------------------------------------------------
// Gameplay Screen Initialization logic
void InitGameplayScreen(void)
{
framesCounter = 0;
finishScreen = 0;
pause = false;
// Textures loading
background = LoadTexture("resources/textures/background.png");
foregroundI = LoadTexture("resources/textures/foreground_level_i.png");
foregroundII = LoadTexture("resources/textures/foreground_level_ii.png");
foregroundIII = LoadTexture("resources/textures/foreground_level_iii.png");
texPlayer = LoadTexture("resources/textures/player.png");
texEnemy = LoadTexture("resources/textures/enemy.png");
texLight = LoadTexture("resources/textures/light.png");
lightGlow = LoadTexture("resources/textures/light_glow.png");
lightRay = LoadTexture("resources/textures/light_ray.png");
book = LoadTexture("resources/textures/book.png");
texRitual = LoadTexture("resources/textures/msg_ritual.png");
texTimeOver = LoadTexture("resources/textures/time_over.png");
circleIoff = LoadTexture("resources/textures/circle_level_i_off.png");
circleIIoff = LoadTexture("resources/textures/circle_level_ii_off.png");
circleIIIoff = LoadTexture("resources/textures/circle_level_iii_off.png");
circleIon = LoadTexture("resources/textures/circle_level_i_on.png");
circleIIon = LoadTexture("resources/textures/circle_level_ii_on.png");
circleIIIon = LoadTexture("resources/textures/circle_level_iii_on.png");
lightOff = (Rectangle){ 0, 0, 64, 64 };
lightOn = (Rectangle){ 64, 0, 64, 64 };
fxLightOn = LoadSound("resources/audio/light_on.wav");
fxLightOff = LoadSound("resources/audio/light_off.wav");
// Initialize player
player.position = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 40 };
player.radius = 20;
player.speed = (Vector2){5, 5};
player.color = WHITE;
// Initialize lights positions based on lights map image data
int kI = 0, kII = 0, kIII = 0;
for (int y = 0; y < lightsMapHeight; y++)
{
for (int x = 0; x < lightsMapWidth; x++)
{
if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 255, 0, 0, 255 }))
{
// Store light position I
lightsI[kI].position.x = (float)x*10;
lightsI[kI].position.y = (float)y*10;
kI++;
//printf("Light %02i position: %i, %i\n", kI, (int)lightsI[kI - 1].position.x, (int)lightsI[kI - 1].position.y);
}
else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 255, 0, 255 }))
{
// Store light position II
lightsII[kII].position.x = (float)x*10;
lightsII[kII].position.y = (float)y*10;
kII++;
}
else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 0, 255, 255 }))
{
// Store light position III
lightsIII[kIII].position.x = (float)x*10;
lightsIII[kIII].position.y = (float)y*10;
kIII++;
}
}
}
// Initialize lights I
for (int i = 0; i < MAX_LIGHTS_I; i++)
{
lightsI[i].radius = 12;
lightsI[i].requiredEnergy = GetRandomValue(3, 9);
lightsI[i].active = false;
lightsI[i].color = GOLD;
lightsI[i].framesCounter = 0;
lightsI[i].currentFrame = 0;
lightsI[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
}
// Initialize lights II
for (int i = 0; i < MAX_LIGHTS_II; i++)
{
lightsII[i].radius = 8;
lightsII[i].requiredEnergy = GetRandomValue(3, 8);
lightsII[i].active = false;
lightsII[i].color = GOLD;
lightsII[i].framesCounter = 0;
lightsII[i].currentFrame = 0;
lightsII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
}
// Initialize lights III
for (int i = 0; i < MAX_LIGHTS_III; i++)
{
lightsIII[i].radius = 8;
lightsIII[i].requiredEnergy = GetRandomValue(4, 10);
lightsIII[i].active = false;
lightsIII[i].color = GOLD;
lightsIII[i].framesCounter = 0;
lightsIII[i].currentFrame = 0;
lightsIII[i].frameRec = (Rectangle){ 0, 0, 64, 64 };
}
// Initialize ritual level
ritualLevel = 0;
currentLightedLevel = LEVEL_I;
lighterPosition = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
// Initialize enemies
for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]);
// Initialize max light energy (depends on lights randomness)
maxLightEnergy = 0;
for (int i = 0; i < MAX_LIGHTS_I; i++) maxLightEnergy += lightsI[i].requiredEnergy;
for (int i = 0; i < MAX_LIGHTS_II; i++) maxLightEnergy += lightsII[i].requiredEnergy;
for (int i = 0; i < MAX_LIGHTS_III; i++) maxLightEnergy += lightsIII[i].requiredEnergy;
//printf("Max light energy: %i\n", maxLightEnergy);
// Initialize ritual variables
ritualTime = 0.0f;
startRitual = false;;
alphaRitual = 0.0f;
timeOver = false;
nextStarsAlignment = GetRandomValue(500, 1000);
enemiesStopped = false;
PlayMusicStream("resources/audio/ritual.ogg");
}
// Gameplay Screen Update logic
void UpdateGameplayScreen(void)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause && (currentLightedLevel != LEVEL_FINISHED) && !timeOver)
{
framesCounter++; // Time starts counting to awake enemies
// Player movement logic
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
else if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
else if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
// Debug key to stop enemies
if (IsKeyPressed(KEY_S)) enemiesStopped = !enemiesStopped;
/*
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
Vector2 movement = GetGamepadMovement(GAMEPAD_PLAYER1);
player.position.x += movement.x*GAMEPAD_SENSITIVITY;
player.position.y += movement.y*GAMEPAD_SENSITIVITY;
}
*/
// Player light energy filling logic
if (CheckCollisionCircles(player.position, player.radius, lighterPosition, 50))
{
player.lightEnergy += ENERGY_REFILL_RATIO;
player.color = (Color){ 255, 255, 100, 255 };
}
else player.color = WHITE;
if (player.lightEnergy > MAX_PLAYER_ENERGY) player.lightEnergy = MAX_PLAYER_ENERGY;
// Player vs lights collision detection (depends on lighted level)
if (currentLightedLevel == LEVEL_I)
{
for (int i = 0; i < MAX_LIGHTS_I; i++)
{
// Check player vs lightI collision
if (CheckCollisionCircles(player.position, player.radius, lightsI[i].position, lightsI[i].radius))
{
if (!lightsI[i].active && (player.lightEnergy >= lightsI[i].requiredEnergy))
{
lightsI[i].active = true;
lightsI[i].currentFrame = 1;
player.lightEnergy -= lightsI[i].requiredEnergy;
PlaySound(fxLightOn);
}
}
}
}
else if (currentLightedLevel == LEVEL_II)
{
for (int i = 0; i < MAX_LIGHTS_II; i++)
{
if (CheckCollisionCircles(player.position, player.radius, lightsII[i].position, lightsII[i].radius))
{
if (!lightsII[i].active && (player.lightEnergy >= lightsII[i].requiredEnergy))
{
lightsII[i].active = true;
player.lightEnergy -= lightsII[i].requiredEnergy;
PlaySound(fxLightOn);
}
}
}
}
else if (currentLightedLevel == LEVEL_III)
{
for (int i = 0; i < MAX_LIGHTS_III; i++)
{
if (CheckCollisionCircles(player.position, player.radius, lightsIII[i].position, lightsIII[i].radius))
{
if (!lightsIII[i].active && (player.lightEnergy >= lightsIII[i].requiredEnergy))
{
lightsIII[i].active = true;
player.lightEnergy -= lightsIII[i].requiredEnergy;
PlaySound(fxLightOn);
}
}
}
}
// Lights animation (it doesn't depend on currentLightedLevel)
for (int i = 0; i < MAX_LIGHTS_I; i++)
{
// Light animation
if (lightsI[i].active)
{
lightsI[i].framesCounter++;
if (lightsI[i].framesCounter > 10)
{
lightsI[i].currentFrame++;
if (lightsI[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsI[i].currentFrame = 1;
lightsI[i].framesCounter = 0;
}
}
lightsI[i].frameRec.x = lightsI[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
}
for (int i = 0; i < MAX_LIGHTS_II; i++)
{
// Light animation
if (lightsII[i].active)
{
lightsII[i].framesCounter++;
if (lightsII[i].framesCounter > 10)
{
lightsII[i].currentFrame++;
if (lightsII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsII[i].currentFrame = 1;
lightsII[i].framesCounter = 0;
}
}
lightsII[i].frameRec.x = lightsII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
}
for (int i = 0; i < MAX_LIGHTS_III; i++)
{
// Light animation
if (lightsIII[i].active)
{
lightsIII[i].framesCounter++;
if (lightsIII[i].framesCounter > 10)
{
lightsIII[i].currentFrame++;
if (lightsIII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsIII[i].currentFrame = 1;
lightsIII[i].framesCounter = 0;
}
}
lightsIII[i].frameRec.x = lightsIII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES;
}
// Enemies logic
if (!enemiesStopped)
{
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (!enemies[i].active) enemies[i].framesCounter++;
if (enemies[i].framesCounter > enemies[i].awakeFramesDelay) enemies[i].active = true;
if (enemies[i].active)
{
// Move to the target
Vector2 dir = Vector2Subtract(enemies[i].targetPos, enemies[i].position);
Vector2Normalize(&dir);
enemies[i].position.x += dir.x*enemies[i].speed;
enemies[i].position.y += dir.y*enemies[i].speed;
if (currentLightedLevel == LEVEL_I)
{
if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsI[enemies[i].targetNum].radius))
{
lightsI[enemies[i].targetNum].active = false;
lightsI[enemies[i].targetNum].framesCounter = 0;
lightsI[enemies[i].targetNum].currentFrame = 0;
lightsI[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
EnemyReset(&enemies[i]);
PlaySound(fxLightOff);
}
}
else if (currentLightedLevel == LEVEL_II)
{
if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsII[enemies[i].targetNum].radius))
{
lightsII[enemies[i].targetNum].active = false;
lightsII[enemies[i].targetNum].framesCounter = 0;
lightsII[enemies[i].targetNum].currentFrame = 0;
lightsII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
EnemyReset(&enemies[i]);
PlaySound(fxLightOff);
}
}
else if (currentLightedLevel == LEVEL_III)
{
if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsIII[enemies[i].targetNum].radius))
{
lightsIII[enemies[i].targetNum].active = false;
lightsIII[enemies[i].targetNum].framesCounter = 0;
lightsIII[enemies[i].targetNum].currentFrame = 0;
lightsIII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 };
EnemyReset(&enemies[i]);
PlaySound(fxLightOff);
}
}
}
}
}
// Check current light energy (for right bar)
currentLightEnergy = 0;
for (int i = 0; i < MAX_LIGHTS_I; i++) if (lightsI[i].active) currentLightEnergy += lightsI[i].requiredEnergy;
for (int i = 0; i < MAX_LIGHTS_II; i++) if (lightsII[i].active) currentLightEnergy += lightsII[i].requiredEnergy;
for (int i = 0; i < MAX_LIGHTS_III; i++) if (lightsIII[i].active) currentLightEnergy += lightsIII[i].requiredEnergy;
// Check current lighted level
// Check ending conditions: all lights off, ritual level reached
previousLightedLevel = currentLightedLevel;
currentLightedLevel = LEVEL_I;
bool lightedLevel = true;
for (int i = 0; i < MAX_LIGHTS_I; i++) if (!lightsI[i].active) lightedLevel = false;
if (lightedLevel) currentLightedLevel = LEVEL_II;
for (int i = 0; i < MAX_LIGHTS_II; i++) if (!lightsII[i].active) lightedLevel = false;
if (lightedLevel) currentLightedLevel = LEVEL_III;
for (int i = 0; i < MAX_LIGHTS_III; i++) if (!lightsIII[i].active) lightedLevel = false;
if (lightedLevel)
{
currentLightedLevel = LEVEL_FINISHED;
for (int i = 0; i < MAX_ENEMIES; i++) enemies[i].active = false;
}
if (currentLightedLevel != previousLightedLevel) for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]);
ritualTime = (float)framesCounter/60;
// Check game over condition (time run out)
if ((99.0f - ritualTime) <= 0.0f)
{
ritualTime = 99.0f;
timeOver = true;
}
}
if (startRitual)
{
alphaRitual += 0.02f;
SetMusicVolume(1.0f - alphaRitual);
if (alphaRitual > 1.0f) finishScreen = 1;
}
}
// Gameplay Screen Draw logic
void DrawGameplayScreen(void)
{
DrawTexture(background, 0, 0, WHITE);
// DrawText("STARS ARE ALIGNED! NO TIME TO LOOSE! LIGHT MY RITUAL!",
// Draw foreground and circles
if ((currentLightedLevel == LEVEL_FINISHED) || (currentLightedLevel == LEVEL_III)) DrawTexture(foregroundIII, 0, 0, WHITE);
else if (currentLightedLevel == LEVEL_II) DrawTexture(foregroundII, 0, 0, WHITE);
else if (currentLightedLevel == LEVEL_I) DrawTexture(foregroundI, 0, 0, WHITE);
// Draw lighted circles (depends on current lighted level)
switch (currentLightedLevel)
{
case LEVEL_FINISHED:
{
DrawTexture(circleIIIon, GetScreenWidth()/2 - circleIIIon.width/2, GetScreenHeight()/2 - circleIIIon.height/2, WHITE);
DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE);
DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
} break;
case LEVEL_III:
{
DrawTexture(circleIIIoff, GetScreenWidth()/2 - circleIIIoff.width/2, GetScreenHeight()/2 - circleIIIoff.height/2, WHITE);
DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE);
DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
} break;
case LEVEL_II:
{
DrawTexture(circleIIoff, GetScreenWidth()/2 - circleIIoff.width/2, GetScreenHeight()/2 - circleIIoff.height/2, WHITE);
DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE);
} break;
case LEVEL_I:
{
DrawTexture(circleIoff, GetScreenWidth()/2 - circleIoff.width/2, GetScreenHeight()/2 - circleIoff.height/2, WHITE);
} break;
default: break;
}
// Draw lights (depends on current lighted level)
switch (currentLightedLevel)
{
case LEVEL_FINISHED:
case LEVEL_III:
{
for (int i = 0; i < MAX_LIGHTS_III; i++)
{
//if (lightsIII[i].active) DrawCircleV(lightsIII[i].position, lightsIII[i].radius, GOLD);
//else DrawCircleLines(lightsIII[i].position.x, lightsIII[i].position.y, lightsIII[i].radius, GRAY);
if (lightsIII[i].active)
{
DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE);
DrawTexture(lightGlow, lightsIII[i].position.x - lightGlow.width/2, lightsIII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, GRAY);
}
else
{
DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE);
DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, YELLOW);
}
}
}
case LEVEL_II:
{
for (int i = 0; i < MAX_LIGHTS_II; i++)
{
//if (lightsII[i].active) DrawCircleV(lightsII[i].position, lightsII[i].radius, GOLD);
//else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY);
if (lightsII[i].active)
{
DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE);
DrawTexture(lightGlow, lightsII[i].position.x - lightGlow.width/2, lightsII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, GRAY);
}
else
{
DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE);
DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, YELLOW);
}
}
}
case LEVEL_I:
{
for (int i = 0; i < MAX_LIGHTS_I; i++)
{
//if (lightsI[i].active) DrawCircleV(lightsI[i].position, lightsI[i].radius, GOLD);
//else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY);
if (lightsI[i].active)
{
DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE);
DrawTexture(lightGlow, lightsI[i].position.x - lightGlow.width/2, lightsI[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f));
DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, GRAY);
}
else
{
DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE);
DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, YELLOW);
}
}
}
default: break;
}
// Draw main lighter
DrawTexture(book, GetScreenWidth()/2 - book.width/2, GetScreenHeight()/2, WHITE);
DrawTexture(lightRay, GetScreenWidth()/2 - lightRay.width/2, 0, Fade(WHITE, 0.5f));
// Draw player
//DrawCircleV(player.position, player.radius, player.color);
DrawTexture(texPlayer, player.position.x - 32, player.position.y - 32, player.color);
if (currentLightedLevel != LEVEL_FINISHED)
{
// Draw enemies (depends on current lighted level)
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemies[i].active)
{
//DrawCircleV(enemies[i].position, enemies[i].radius, enemies[i].color);
DrawTextureRec(texEnemy, (Rectangle){ 0, 0, 64, 64 }, (Vector2){ enemies[i].position.x - 32, enemies[i].position.y - 32 }, WHITE);
}
}
// Draw time left for ritual
DrawTextEx(font, FormatText("%02.2f", (99.0f - ritualTime)), (Vector2){ 560, 20 }, font.size, 0, WHITE);
// Draw light energy bar
DrawRectangle(20, 30, 400, 20, GRAY);
DrawRectangle(20, 30, (400*player.lightEnergy)/MAX_PLAYER_ENERGY, 20, GOLD);
DrawRectangleLines(20, 30, 400, 20, LIGHTGRAY);
DrawText(FormatText("%03.0f", player.lightEnergy), 430, 30, 20, WHITE);
// Draw level lighted bar (for completion)
DrawRectangle(GetScreenWidth() - 40, 30, 20, 660, GRAY);
DrawRectangle(GetScreenWidth() - 40, 30 + 660 - 660*currentLightEnergy/maxLightEnergy, 20, 660*currentLightEnergy/maxLightEnergy, YELLOW);
DrawRectangleLines(GetScreenWidth() - 40, 30, 20, 660, LIGHTGRAY);
// Show message: "You run out of light!!!" if player.lightEnergy <= 0
if (player.lightEnergy < 2)
{
if ((framesCounter/20)%2) DrawTextEx(font, "YOU'RE RUNNING OUT OF LIGHT!", (Vector2){ 20, 60 }, font.size/2, 0, WHITE);
}
}
else if (!timeOver) // LEVEL_FINISHED
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f));
// Wait some time before jumping to ending: raylib
DrawTexture(texRitual, GetScreenWidth()/2 - texRitual.width/2, 100, WHITE);
DrawTextEx(font, FormatText("BEST LIGHTING TIME: %02.2f", ritualTime), (Vector2){ 320, 340 }, 50, 0, WHITE);
DrawTextEx(font, "PRESS ENTER to START the RITUAL", (Vector2){ 160, 480 }, 60, 0, WHITE);
if (IsKeyPressed(KEY_ENTER)) startRitual = true;
}
if (timeOver)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f));
DrawTexture(texTimeOver, GetScreenWidth()/2 - texTimeOver.width/2, 140, WHITE);
DrawTextEx(font, FormatText("NEXT STARS ALIGNMENT IN %i YEARS", nextStarsAlignment), (Vector2){ 200, 360 }, 50, 0, WHITE);
DrawTextEx(font, "PRESS ENTER to GO HOME...", (Vector2){ 260, 480 }, 60, 0, WHITE);
if (IsKeyPressed(KEY_ENTER)) finishScreen = 2;
}
if (startRitual) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, alphaRitual));
if (pause) DrawTextEx(font, "RITUAL PAUSED", (Vector2){ GetScreenWidth()/2 - MeasureText("RITUAL PAUSED", 40)/2, 110 }, 50, 0, WHITE);
}
// Gameplay Screen Unload logic
void UnloadGameplayScreen(void)
{
// Unload GAMEPLAY screen variables here!
UnloadTexture(background);
UnloadTexture(foregroundI);
UnloadTexture(foregroundII);
UnloadTexture(foregroundIII);
UnloadTexture(texPlayer);
UnloadTexture(texEnemy);
UnloadTexture(texLight);
UnloadTexture(lightGlow);
UnloadTexture(lightRay);
UnloadTexture(book);
UnloadTexture(texRitual);
UnloadTexture(texTimeOver);
// Unload circles
UnloadTexture(circleIoff);
UnloadTexture(circleIIoff);
UnloadTexture(circleIIIoff);
UnloadTexture(circleIon);
UnloadTexture(circleIIon);
UnloadTexture(circleIIIon);
// Unload sounds
UnloadSound(fxLightOn);
UnloadSound(fxLightOff);
}
// Gameplay Screen should finish?
int FinishGameplayScreen(void)
{
return finishScreen;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Check two colors if equal
static bool ColorEqual(Color col1, Color col2)
{
return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
}
// Substract two vectors
static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
{
Vector2 result;
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
return result;
}
// Normalize provided vector
static void Vector2Normalize(Vector2 *v)
{
float length, ilength;
length = sqrt(v->x*v->x + v->y*v->y);
if (length == 0) length = 1.0f;
ilength = 1.0f/length;
v->x *= ilength;
v->y *= ilength;
}
// Reset enemy parameters
// NOTE: Depends on currentLightedLevel
static void EnemyReset(Enemy *enemy)
{
enemy->active = false;
enemy->framesCounter = 0;
enemy->color = RED;
enemy->radius = 10;
int side = GetRandomValue(0, 1);
if (side) enemy->position = (Vector2){ GetRandomValue(50, 150), GetRandomValue(50, GetScreenHeight() - 50) };
else enemy->position = (Vector2){ GetRandomValue(GetScreenWidth() - 150, GetScreenWidth() - 50), GetRandomValue(50, GetScreenHeight() - 50) };
// TODO: Choose only active lights
// TODO: if currentLightedLevel has no active lights, choose light from a lower level!
if (currentLightedLevel == LEVEL_I)
{
enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_I - 1); // LEVEL_I
enemy->targetPos = lightsI[enemy->targetNum].position;
enemy->speed = (float)GetRandomValue(15, 20)/10.0f;
enemy->awakeFramesDelay = GetRandomValue(90, 400);
}
else if (currentLightedLevel == LEVEL_II)
{
enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_II - 1); // LEVEL_II
enemy->targetPos = lightsII[enemy->targetNum].position;
enemy->speed = (float)GetRandomValue(10, 20)/10.0f;
enemy->awakeFramesDelay = GetRandomValue(240, 800);
}
else if (currentLightedLevel == LEVEL_III)
{
enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_III - 1); // LEVEL_III
enemy->targetPos = lightsIII[enemy->targetNum].position;
enemy->speed = (float)GetRandomValue(8, 18)/10.0f;
enemy->awakeFramesDelay = GetRandomValue(180, 1200);
}
}

View File

@ -0,0 +1,214 @@
/**********************************************************************************************
*
* raylib - Advance Game template
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#define LOGO_RECS_SIDE 16
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Logo screen global variables
static int framesCounter;
static int finishScreen;
static int logoPositionX;
static int logoPositionY;
static int lettersCount;
static int topSideRecWidth;
static int leftSideRecHeight;
static int bottomSideRecWidth;
static int rightSideRecHeight;
static char raylib[8]; // raylib text array, max 8 letters
static int state; // Tracking animation states (State Machine)
static float alpha = 1.0f; // Useful for fading
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
// Logo Screen Initialization logic
void rlInitLogoScreen(void)
{
// Initialize LOGO screen variables here!
finishScreen = 0;
framesCounter = 0;
lettersCount = 0;
logoPositionX = GetScreenWidth()/2 - 128;
logoPositionY = GetScreenHeight()/2 - 128;
topSideRecWidth = LOGO_RECS_SIDE;
leftSideRecHeight = LOGO_RECS_SIDE;
bottomSideRecWidth = LOGO_RECS_SIDE;
rightSideRecHeight = LOGO_RECS_SIDE;
for (int i = 0; i < 8; i++) raylib[i] = '\0';
state = 0;
alpha = 1.0f;
PlayMusicStream("resources/audio/ambient.ogg");
SetMusicVolume(1.0f);
}
// Logo Screen Update logic
void rlUpdateLogoScreen(void)
{
// Update LOGO screen variables here!
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 80)
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (state == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 8;
leftSideRecHeight += 8;
if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 8;
rightSideRecHeight += 8;
if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
if (framesCounter/10) // Every 12 frames, one more letter!
{
lettersCount++;
framesCounter = 0;
}
switch (lettersCount)
{
case 1: raylib[0] = 'r'; break;
case 2: raylib[1] = 'a'; break;
case 3: raylib[2] = 'y'; break;
case 4: raylib[3] = 'l'; break;
case 5: raylib[4] = 'i'; break;
case 6: raylib[5] = 'b'; break;
default: break;
}
// When all letters have appeared...
if (lettersCount >= 10)
{
state = 4;
framesCounter = 0;
}
}
else if (state == 4)
{
framesCounter++;
if (framesCounter > 100)
{
alpha -= 0.02f;
if (alpha <= 0.0f)
{
alpha = 0.0f;
finishScreen = 1;
}
}
}
}
// Logo Screen Draw logic
void rlDrawLogoScreen(void)
{
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));
}
}
// Logo Screen Unload logic
void rlUnloadLogoScreen(void)
{
// TODO: Unload LOGO screen variables here!
}
// Logo Screen should finish?
int rlFinishLogoScreen(void)
{
return finishScreen;
}

View File

@ -0,0 +1,105 @@
/**********************************************************************************************
*
* raylib - Advance Game template
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Title screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D background;
static Texture2D title;
static float titleAlpha = 0.0f;
static Sound fxStart;
//----------------------------------------------------------------------------------
// Title Screen Functions Definition
//----------------------------------------------------------------------------------
// Title Screen Initialization logic
void InitTitleScreen(void)
{
// Initialize TITLE screen variables here!
framesCounter = 0;
finishScreen = 0;
background = LoadTexture("resources/textures/back_title.png");
title = LoadTexture("resources/textures/title.png");
fxStart = LoadSound("resources/audio/start.wav");
}
// Title Screen Update logic
void UpdateTitleScreen(void)
{
// Update TITLE screen variables here!
framesCounter++;
titleAlpha += 0.005f;
if (titleAlpha >= 1.0f) titleAlpha = 1.0f;
// Press enter to change to ATTIC screen
if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
{
PlaySound(fxStart);
finishScreen = 1;
}
}
// Title Screen Draw logic
void DrawTitleScreen(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 26, 26, 26, 255 });
DrawTexture(background, GetScreenWidth()/2 - background.width/2, 0, WHITE);
DrawTexture(title, GetScreenWidth()/2 - title.width/2, 30, Fade(WHITE, titleAlpha));
DrawText("(c) Developed by Ramon Santamaria (@raysan5)", 20, GetScreenHeight() - 40, 20, LIGHTGRAY);
if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawTextEx(font, "PRESS ENTER to START LIGHTING", (Vector2){ 230, 450 }, font.size, -2, WHITE);
}
// Title Screen Unload logic
void UnloadTitleScreen(void)
{
// Unload TITLE screen variables here!
UnloadTexture(background);
UnloadTexture(title);
UnloadSound(fxStart);
}
// Title Screen should finish?
int FinishTitleScreen(void)
{
return finishScreen;
}

View File

@ -0,0 +1,78 @@
/**********************************************************************************************
*
* raylib - Advance Game template
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef SCREENS_H
#define SCREENS_H
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO_RL = 0, TITLE, GAMEPLAY } GameScreen;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
SpriteFont font;
Color *lightsMap;
int lightsMapWidth, lightsMapHeight;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// raylib Logo Screen Functions Declaration
//----------------------------------------------------------------------------------
void rlInitLogoScreen(void);
void rlUpdateLogoScreen(void);
void rlDrawLogoScreen(void);
void rlUnloadLogoScreen(void);
int rlFinishLogoScreen(void);
//----------------------------------------------------------------------------------
// Title Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitTitleScreen(void);
void UpdateTitleScreen(void);
void DrawTitleScreen(void);
void UnloadTitleScreen(void);
int FinishTitleScreen(void);
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitGameplayScreen(void);
void UpdateGameplayScreen(void);
void DrawGameplayScreen(void);
void UnloadGameplayScreen(void);
int FinishGameplayScreen(void);
#ifdef __cplusplus
}
#endif
#endif // SCREENS_H