/******************************************************************************************* * * raylib - Standard 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) 2014-2018 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "screens/screens.h" // NOTE: Defines global variable: currentScreen #if defined(PLATFORM_ANDROID) #include "android_native_app_glue.h" #endif //---------------------------------------------------------------------------------- // Main entry point //---------------------------------------------------------------------------------- #if defined(PLATFORM_ANDROID) void android_main(struct android_app *app) #else int main(void) #endif { // Initialization //--------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; #if defined(PLATFORM_ANDROID) InitWindow(screenWidth, screenHeight, app); #else InitWindow(screenWidth, screenHeight, "raylib template - standard game"); #endif // TODO: Load global data here (assets that must be available in all screens, i.e. fonts) // Define and init first screen currentScreen = LOGO; // NOTE: currentScreen is defined in screens.h as a global variable InitLogoScreen(); SetTargetFPS(60); //---------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- switch(currentScreen) { case LOGO: { UpdateLogoScreen(); if (FinishLogoScreen()) { UnloadLogoScreen(); currentScreen = TITLE; InitTitleScreen(); } } break; case TITLE: { UpdateTitleScreen(); // NOTE: FinishTitleScreen() return an int defining the screen to jump to if (FinishTitleScreen() == 1) { UnloadTitleScreen(); currentScreen = OPTIONS; InitOptionsScreen(); } else if (FinishTitleScreen() == 2) { UnloadTitleScreen(); currentScreen = GAMEPLAY; InitGameplayScreen(); } } break; case OPTIONS: { UpdateOptionsScreen(); if (FinishOptionsScreen()) { UnloadOptionsScreen(); currentScreen = TITLE; InitTitleScreen(); } } break; case GAMEPLAY: { UpdateGameplayScreen(); if (FinishGameplayScreen()) { UnloadGameplayScreen(); currentScreen = ENDING; InitEndingScreen(); } } break; case ENDING: { UpdateEndingScreen(); if (FinishEndingScreen()) { UnloadEndingScreen(); currentScreen = TITLE; InitTitleScreen(); } } break; default: break; } //---------------------------------------------------------------------------------- // 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; } //DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // TODO: Unload all global loaded data (i.e. fonts) here! CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- #if !defined(PLATFORM_ANDROID) return 0; #endif }