/******************************************************************************************* * * raylib - Advance Game template * * * * * 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) 2014-2019 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "screens/screens.h" // NOTE: Defines global variable: currentScreen #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; // Required variables to manage screen transitions (fade-in, fade-out) 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 //---------------------------------------------------------------------------------- static void ChangeToScreen(int screen); // No transition effect static void TransitionToScreen(int screen); static void UpdateTransition(void); static void DrawTransition(void); static void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main entry point //---------------------------------------------------------------------------------- int main(void) { // Initialization (Note windowTitle is unused on Android) //--------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib template - advance game"); // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); font = LoadFont("resources/mecha.png"); music = LoadMusicStream("resources/ambient.ogg"); fxCoin = LoadSound("resources/coin.wav"); SetMusicVolume(music, 1.0f); PlayMusicStream(music); // Setup and Init first screen currentScreen = LOGO; InitLogoScreen(); #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 //-------------------------------------------------------------------------------------- // Unload current screen data before closing switch (currentScreen) { case LOGO: UnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } // Unload all global loaded data (i.e. fonts) here! UnloadFont(font); UnloadMusicStream(music); UnloadSound(fxCoin); CloseAudioDevice(); // Close audio context CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Change to next screen, no transition static void ChangeToScreen(int screen) { // Unload current screen switch (currentScreen) { case LOGO: UnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } // Init next screen switch (screen) { case LOGO: InitLogoScreen(); break; case TITLE: InitTitleScreen(); break; case GAMEPLAY: InitGameplayScreen(); break; case ENDING: InitEndingScreen(); break; default: break; } currentScreen = screen; } // Define transition to next screen static void TransitionToScreen(int screen) { onTransition = true; transFadeOut = false; transFromScreen = currentScreen; transToScreen = screen; transAlpha = 0.0f; } // Update transition effect static void UpdateTransition(void) { if (!transFadeOut) { transAlpha += 0.02f; // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f // For that reason we compare against 1.01f, to avoid last frame loading stop if (transAlpha > 1.01f) { transAlpha = 1.0f; // Unload current screen switch (transFromScreen) { case LOGO: UnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case OPTIONS: UnloadOptionsScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } // Load next screen switch (transToScreen) { 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; } } else // Transition fade out logic { transAlpha -= 0.02f; if (transAlpha < -0.01f) { transAlpha = 0.0f; transFadeOut = false; onTransition = false; transFromScreen = -1; transToScreen = -1; } } } // Draw transition effect (full-screen rectangle) static void DrawTransition(void) { DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha)); } // Update and draw game frame static void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- UpdateMusicStream(music); // NOTE: Music keeps playing between screens if (!onTransition) { switch(currentScreen) { case LOGO: { UpdateLogoScreen(); if (FinishLogoScreen()) TransitionToScreen(TITLE); } break; case TITLE: { UpdateTitleScreen(); if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS); else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY); } break; case OPTIONS: { UpdateOptionsScreen(); if (FinishOptionsScreen()) TransitionToScreen(TITLE); } break; case GAMEPLAY: { UpdateGameplayScreen(); if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING); //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE); } break; case ENDING: { UpdateEndingScreen(); if (FinishEndingScreen() == 1) TransitionToScreen(TITLE); } break; default: break; } } else UpdateTransition(); // Update transition (fade-in, fade-out) //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); switch(currentScreen) { case LOGO: DrawLogoScreen(); break; case TITLE: DrawTitleScreen(); break; case OPTIONS: DrawOptionsScreen(); break; case GAMEPLAY: DrawGameplayScreen(); break; case ENDING: DrawEndingScreen(); break; default: break; } // Draw full screen rectangle in front of everything if (onTransition) DrawTransition(); //DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- }