/********************************************************************************************** * * 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; static int finishScreen; //---------------------------------------------------------------------------------- // Logo Screen Functions Definition //---------------------------------------------------------------------------------- // Logo Screen Initialization logic void InitLogoScreen(void) { // TODO: Initialize LOGO screen variables here! framesCounter = 0; finishScreen = 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) { finishScreen = true; } } // 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! } // Logo Screen should finish? int FinishLogoScreen(void) { return finishScreen; }