/******************************************************************************************* * * raylib - transmission mission * * Code and transmit the right message * * 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) 2014-2018 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "screens/screens.h" // NOTE: Defines global variable: currentScreen #include #include #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- const int screenWidth = 1280; const int screenHeight = 720; // 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 //--------------------------------------------------------- #ifndef PLATFORM_ANDROID SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE); #endif // Note windowTitle is unused on Android InitWindow(screenWidth, screenHeight, "raylib game - transmission mission"); // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); music = LoadMusicStream("resources/audio/music_title.ogg"); fxButton = LoadSound("resources/audio/fx_newspaper.ogg"); SetMusicVolume(music, 1.0f); PlayMusicStream(music); fontMission = LoadSpriteFontEx("resources/fonts/traveling_typewriter.ttf", 64, 250, 0); texButton = LoadTexture("resources/textures/title_ribbon.png"); // UI BUTTON recButton.width = texButton.width; recButton.height = texButton.height; recButton.x = screenWidth - recButton.width; recButton.y = screenHeight - recButton.height - 50; fadeButton = 0.8f; colorButton = RED; textPositionButton = (Vector2){recButton.x + recButton.width/2, recButton.y + recButton.height/2}; fontSizeButton = 30; textColorButton = WHITE; currentMission = 0; totalMissions = 4; // 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 MISSION: UnloadMissionScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } // Unload all global loaded data (i.e. fonts) here! UnloadMusicStream(music); UnloadSound(fxButton); UnloadSpriteFont(fontMission); UnloadTexture(texButton); 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 MISSION: UnloadMissionScreen(); 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 MISSION: InitMissionScreen(); 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 MISSION: UnloadMissionScreen(); 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 MISSION: InitMissionScreen(); 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()) { StopMusicStream(music); TransitionToScreen(MISSION); } } break; case MISSION: { UpdateMissionScreen(); if (FinishMissionScreen()) { StopMusicStream(music); TransitionToScreen(GAMEPLAY); } } break; case GAMEPLAY: { UpdateGameplayScreen(); if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING); //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE); } break; case ENDING: { UpdateEndingScreen(); if (FinishEndingScreen() == 1) // Continue to next mission { TransitionToScreen(MISSION); } else if (FinishEndingScreen() == 2) // Replay current mission { PlayMusicStream(music); 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 MISSION: DrawMissionScreen(); 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(); //---------------------------------------------------------------------------------- } // Load missions from text file Mission *LoadMissions(const char *fileName) { Mission *missions = NULL; char buffer[512]; int missionsCount = 0; FILE *misFile = fopen(fileName, "rt"); if (misFile == NULL) printf("[%s] Missions file could not be opened\n", fileName); else { // First pass to get total missions count while (!feof(misFile)) { fgets(buffer, 512, misFile); switch (buffer[0]) { case 't': sscanf(buffer, "t %i", &missionsCount); break; default: break; } } if (missionsCount > 0) missions = (Mission *)malloc(missionsCount*sizeof(Mission)); else return NULL; rewind(misFile); // Return to the beginning of the file, to read again int missionNum = 0; while (!feof(misFile)) { fgets(buffer, 512, misFile); if (missionNum < missionsCount) { switch (buffer[0]) { case 'b': { // New mission brief starts! missions[missionNum].id = missionNum; sscanf(buffer, "b %[^\n]s", missions[missionNum].brief); } break; case 'k': sscanf(buffer, "k %[^\n]s", missions[missionNum].key); break; case 'm': { // NOTE: Message is loaded as is, needs to be processed! sscanf(buffer, "m %[^\n]s", missions[missionNum].msg); } break; case 's': { sscanf(buffer, "s %i %i %i %i %i %i %i %i", &missions[missionNum].sols[0], &missions[missionNum].sols[1], &missions[missionNum].sols[2], &missions[missionNum].sols[3], &missions[missionNum].sols[4], &missions[missionNum].sols[5], &missions[missionNum].sols[6], &missions[missionNum].sols[7]); missions[missionNum].wordsCount = 0; for (int i = 0; i < 8; i++) { if (missions[missionNum].sols[i] > -1) { missions[missionNum].wordsCount++; } } TraceLog(LOG_WARNING, "Mission %i - Words count %i", missionNum, missions[missionNum].wordsCount); missionNum++; } break; default: break; } } } if (missionsCount != missionNum) TraceLog(LOG_WARNING, "Missions count and loaded missions don't match!"); } fclose(misFile); if (missions != NULL) { TraceLog(LOG_INFO, "Missions loaded: %i", missionsCount); TraceLog(LOG_INFO, "Missions loaded successfully!"); } return missions; } bool IsButtonPressed() { if (CheckCollisionPointRec(GetMousePosition(), recButton)) { fadeButton = 1.0f; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsGestureDetected(GESTURE_TAP)) { PlaySound(fxButton); return true; } } else fadeButton = 0.80f; return false; } void DrawButton(const char *text) { //DrawRectangleRec(recButton, Fade(colorButton, fadeButton)); DrawTexturePro(texButton, (Rectangle){0,0,texButton.width, texButton.height}, recButton, (Vector2){0,0},0, Fade(WHITE, fadeButton)); Vector2 measure = MeasureTextEx(fontMission, text, fontSizeButton, 0); Vector2 textPos = {textPositionButton.x - measure.x/2 + 10, textPositionButton.y - measure.y/2 - 10}; DrawTextEx(fontMission, text, textPos , fontSizeButton, 0, textColorButton); }