/********************************************************************************************** * * 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" //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Logo screen global variables static int framesCounter = 0; static int finishScreen; static Texture2D logo; static float logoAlpha = 0; static int state = 0; //---------------------------------------------------------------------------------- // Logo Screen Functions Definition //---------------------------------------------------------------------------------- // Logo Screen Initialization logic void InitLogoScreen(void) { // Initialize LOGO screen variables here! finishScreen = 0; logo = LoadTexture("resources/textures/skully_logo.png"); } // Logo Screen Update logic void UpdateLogoScreen(void) { // Update LOGO screen variables here! if (state == 0) { logoAlpha += 0.04f; if (logoAlpha >= 1.0f) state = 1; } else if (state == 1) { framesCounter++; if (framesCounter > 180) state = 2; } else if (state == 2) { logoAlpha -= 0.04f; if (logoAlpha <= 0.0f) { framesCounter = 0; state = 3; } } else if (state == 3) { finishScreen = 1; } } // Logo Screen Draw logic void DrawLogoScreen(void) { DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RAYWHITE); DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 130, Fade(WHITE, logoAlpha)); DrawText("GRAY TEAM", 340, 450, 100, Fade(DARKGRAY, logoAlpha)); } // Logo Screen Unload logic void UnloadLogoScreen(void) { // Unload LOGO screen variables here! UnloadTexture(logo); } // Logo Screen should finish? int FinishLogoScreen(void) { return finishScreen; }