/******************************************************************************************* * * WAVE COLLECTOR [GLOBAL GAME JAM 2017] * * The ultimate wave particles collector is here! * You must follow the wave and collect all the particles * The level is actually the wave and the wave is the level! * Be fast! Be smart! Be the best wave collector! * * This game has been created using raylib v1.7 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2017 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "screens/screens.h" // NOTE: Defines global variable: currentScreen #include #include // Required for: printf() #include // Required for: strcpy() #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(int argc, char *argv[]) { // Initialization //--------------------------------------------------------- #if defined(PLATFORM_DESKTOP) // TODO: Support for dropped files on the exe // Support command line argument for custom music file if (argc > 1) { // Just supporting an input argument parameter!!! o__O if ((IsFileExtension(argv[1], ".ogg")) || (IsFileExtension(argv[1], ".wav"))) { if (sampleFilename != NULL) free(sampleFilename); sampleFilename = (char *)malloc(256); strcpy(sampleFilename, argv[1]); printf("Custom audio file: %s", sampleFilename); } } #endif #ifndef PLATFORM_ANDROID SetConfigFlags(FLAG_MSAA_4X_HINT); #endif // Note windowTitle is unused on Android InitWindow(screenWidth, screenHeight, "WAVE COLLECTOR [GGJ17]"); // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); font = LoadFont("resources/font.fnt"); music = LoadMusicStream("resources/audio/wave.ogg"); SetMusicVolume(music, 1.0f); // Setup and Init first screen currentScreen = LOGO; InitLogoScreen(); //InitTitleScreen(); //InitGameplayScreen(); //InitEndingScreen(); #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 //-------------------------------------------------------------------------------------- switch (currentScreen) { case LOGO: UnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } // Unload all global loaded data (i.e. fonts) here! UnloadFont(font); UnloadMusicStream(music); 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 GAMEPLAY: UnloadGameplayScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } // Init next screen switch (screen) { case LOGO: InitLogoScreen(); break; case TITLE: InitTitleScreen(); 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 += 0.05f; // 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 ((int)transAlpha >= 1) { transAlpha = 1.0f; // Unload current screen switch (transFromScreen) { case LOGO: UnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); 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 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 -= 0.05f; if ((int)transAlpha <= 0) { 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(RAYWHITE, transAlpha)); } // Update and draw game frame static void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- if (!onTransition) { switch(currentScreen) { case LOGO: { UpdateLogoScreen(); if (FinishLogoScreen()) TransitionToScreen(TITLE); } break; case TITLE: { UpdateTitleScreen(); if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY); } break; case GAMEPLAY: { UpdateGameplayScreen(); if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING); //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE); } break; case ENDING: { UpdateEndingScreen(); if (FinishEndingScreen() == 1) TransitionToScreen(TITLE); } break; default: break; } } else UpdateTransition(); // Update transition (fade-in, fade-out) // TODO: Review! It breaks the game... issues with audio buffering... if (currentScreen != ENDING) UpdateMusicStream(music); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); switch(currentScreen) { case LOGO: DrawLogoScreen(); break; case TITLE: DrawTitleScreen(); break; case GAMEPLAY: DrawGameplayScreen(); break; case ENDING: DrawEndingScreen(); break; default: break; } // Draw full screen rectangle in front of everything if (onTransition) DrawTransition(); EndDrawing(); //---------------------------------------------------------------------------------- }