/********************************************************************************************** * * raylib - Simple Game template * * Screens 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 (visible to other modules) //---------------------------------------------------------------------------------- GameScreen currentScreen = LOGO; //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Logo screen global variables static int framesCounter; // Title screen global variables // Gameplay screen global variables // Ending screen global variables //---------------------------------------------------------------------------------- // Logo Screen Functions Definition //---------------------------------------------------------------------------------- // Logo Screen Initialization logic void InitLogoScreen(void) { // TODO: Initialize LOGO screen variables here! framesCounter = 0; } // Logo Screen Update logic void UpdateLogoScreen(void) { // TODO: Update LOGO screen variables here! framesCounter++; // Count frames // Wait for 2 seconds (120 frames) before jumping to TITLE screen if (framesCounter > 120) { currentScreen = TITLE; } } // Logo Screen Draw logic void DrawLogoScreen(void) { // TODO: Draw LOGO screen here! DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY); DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY); } // Logo Screen Unload logic void UnloadLogoScreen(void) { // TODO: Unload LOGO screen variables here! } //---------------------------------------------------------------------------------- // Title Screen Functions Definition //---------------------------------------------------------------------------------- // Title Screen Initialization logic void InitTitleScreen(void) { // TODO: Initialize TITLE screen variables here! } // Title Screen Update logic void UpdateTitleScreen(void) { // TODO: Update TITLE screen variables here! // Press enter to change to GAMEPLAY screen if (IsKeyPressed(KEY_ENTER)) { currentScreen = GAMEPLAY; } } // Title Screen Draw logic void DrawTitleScreen(void) { // TODO: Draw TITLE screen here! DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN); DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN); DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN); } // Title Screen Unload logic void UnloadTitleScreen(void) { // TODO: Unload TITLE screen variables here! } //---------------------------------------------------------------------------------- // Gameplay Screen Functions Definition //---------------------------------------------------------------------------------- // Gameplay Screen Initialization logic void InitGameplayScreen(void) { // TODO: Initialize GAMEPLAY screen variables here! } // Gameplay Screen Update logic void UpdateGameplayScreen(void) { // TODO: Update GAMEPLAY screen variables here! // Press enter to change to ENDING screen if (IsKeyPressed(KEY_ENTER)) { currentScreen = ENDING; } } // Gameplay Screen Draw logic void DrawGameplayScreen(void) { // TODO: Draw GAMEPLAY screen here! DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE); DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON); } // Gameplay Screen Unload logic void UnloadGameplayScreen(void) { // TODO: Unload GAMEPLAY screen variables here! } //---------------------------------------------------------------------------------- // Ending Screen Functions Definition //---------------------------------------------------------------------------------- // Ending Screen Initialization logic void InitEndingScreen(void) { // TODO: Initialize ENDING screen variables here! } // Ending Screen Update logic void UpdateEndingScreen(void) { // TODO: Update ENDING screen variables here! // Press enter to return to TITLE screen if (IsKeyPressed(KEY_ENTER)) { currentScreen = TITLE; } } // Ending Screen Draw logic void DrawEndingScreen(void) { // TODO: Draw ENDING screen here! DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE); DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE); } // Ending Screen Unload logic void UnloadEndingScreen(void) { // TODO: Unload ENDING screen variables here! }