/********************************************************************************************** * * raylib - Advance Game template * * Title Screen Functions Definitions (Init, Update, Draw, Unload) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * * 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.baseSize, -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; }