/********************************************************************************************** * * raylib - Advance Game template * * Logo Screen Functions Definitions (Init, Update, Draw, Unload) * * Copyright (c) 2014-2019 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" #define LOGO_RECS_SIDE 16 //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Logo screen global variables static int framesCounter = 0; static int finishScreen = 0; static int logoPositionX = 0; static int logoPositionY = 0; static int lettersCount = 0; static int topSideRecWidth = 0; static int leftSideRecHeight = 0; static int bottomSideRecWidth = 0; static int rightSideRecHeight = 0; static char raylib[8] = { 0 }; // raylib text array, max 8 letters static int state = 0; // Tracking animation states (State Machine) static float alpha = 1.0f; // Useful for fading static Texture2D texLogoCW = { 0 }; // Cinamon Works texture //---------------------------------------------------------------------------------- // Logo Screen Functions Definition //---------------------------------------------------------------------------------- // Logo Screen Initialization logic void InitLogoScreen(void) { // Initialize LOGO screen variables here! finishScreen = 0; framesCounter = 0; lettersCount = 0; logoPositionX = GetScreenWidth()/2 - 128; logoPositionY = GetScreenHeight()/2 - 128; topSideRecWidth = LOGO_RECS_SIDE; leftSideRecHeight = LOGO_RECS_SIDE; bottomSideRecWidth = LOGO_RECS_SIDE; rightSideRecHeight = LOGO_RECS_SIDE; for (int i = 0; i < 8; i++) raylib[i] = '\0'; state = 0; alpha = 1.0f; texLogoCW = LoadTexture("resources/textures/cw_logo.png"); } // Logo Screen Update logic void UpdateLogoScreen(void) { // Update LOGO screen variables here! if (state == 0) // State 0: Small box blinking { framesCounter++; if (framesCounter == 80) { state = 1; framesCounter = 0; // Reset counter... will be used later... } } else if (state == 1) // State 1: Top and left bars growing { topSideRecWidth += 8; leftSideRecHeight += 8; if (topSideRecWidth == 256) state = 2; } else if (state == 2) // State 2: Bottom and right bars growing { bottomSideRecWidth += 8; rightSideRecHeight += 8; if (bottomSideRecWidth == 256) state = 3; } else if (state == 3) // State 3: Letters appearing (one by one) { framesCounter++; if (framesCounter/10) // Every 12 frames, one more letter! { lettersCount++; framesCounter = 0; } switch (lettersCount) { case 1: raylib[0] = 'r'; break; case 2: raylib[1] = 'a'; break; case 3: raylib[2] = 'y'; break; case 4: raylib[3] = 'l'; break; case 5: raylib[4] = 'i'; break; case 6: raylib[5] = 'b'; break; default: break; } // When all letters have appeared... if (lettersCount >= 10) { state = 4; framesCounter = 0; } } else if (state == 4) { framesCounter++; if (framesCounter > 100) { alpha -= 0.02f; if (alpha <= 0.0f) { alpha = 0.0f; framesCounter = 0; state = 5; } } } else if (state == 5) { alpha += 0.02f; if (alpha >= 1.0f) alpha = 1.0f; framesCounter++; if (framesCounter > 200) { framesCounter = 0; state = 6; } } else if (state == 6) { alpha -= 0.02f; if (alpha >= 1.0f) alpha = 1.0f; framesCounter++; if (framesCounter > 100) { framesCounter = 0; finishScreen = 1; } } } // Logo Screen Draw logic void DrawLogoScreen(void) { if (state == 0) { if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK); } else if (state == 1) { DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); } else if (state == 2) { DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK); DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK); } else if (state == 3) { DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); } else if (state == 4) { DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha)); } else if ((state == 5) || (state == 6)) DrawTexture(texLogoCW, GetScreenWidth()/2 - texLogoCW.width/2, GetScreenHeight()/2 - texLogoCW.height/2, Fade(WHITE, alpha)); } // Logo Screen Unload logic void UnloadLogoScreen(void) { // Unload LOGO screen variables here! UnloadTexture(texLogoCW); } // Logo Screen should finish? int FinishLogoScreen(void) { return finishScreen; }