/******************************************************************************************* * * Koala Seasons [emegeme 2015] * * Koala Seasons is a runner, you must survive as long as possible jumping from tree to tree * Ready to start the adventure? How long can you survive? * * This game has been created using raylib 1.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "screens/screens.h" // NOTE: Defines global variable: currentScreen #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- static const int screenWidth = 1280; static const int screenHeight = 720; static float transAlpha = 0; static bool onTransition = false; static bool transFadeOut = false; static int transFromScreen = -1; static int transToScreen = -1; static int framesCounter = 0; static Music music; //---------------------------------------------------------------------------------- // Local Functions Declaration //---------------------------------------------------------------------------------- void TransitionToScreen(int screen); void UpdateTransition(void); void DrawTransition(void); void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main entry point //---------------------------------------------------------------------------------- int main(void) { // Initialization (Note windowTitle is unused on Android) //--------------------------------------------------------- InitWindow(screenWidth, screenHeight, "KOALA SEASONS"); // Load global data here (assets that must be available in all screens, i.e. fonts) font = LoadFont("resources/graphics/mainfont.png"); atlas01 = LoadTexture("resources/graphics/atlas01.png"); atlas02 = LoadTexture("resources/graphics/atlas02.png"); #if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID) colorBlend = LoadShader(0, "resources/shaders/glsl100/blend_color.fs"); #else colorBlend = LoadShader(0, "resources/shaders/glsl330/blend_color.fs"); #endif InitAudioDevice(); // Load sounds data fxJump = LoadSound("resources/audio/jump.ogg"); fxDash = LoadSound("resources/audio/dash.ogg"); fxEatLeaves = LoadSound("resources/audio/eat_leaves.ogg"); fxHitResin = LoadSound("resources/audio/resin_hit.ogg"); fxWind = LoadSound("resources/audio/wind_sound.ogg"); fxDieSnake = LoadSound("resources/audio/snake_die.ogg"); fxDieDingo = LoadSound("resources/audio/dingo_die.ogg"); fxDieOwl = LoadSound("resources/audio/owl_die.ogg"); music = LoadMusicStream("resources/audio/jngl.xm"); PlayMusicStream(music); SetMusicVolume(music, 2.0f); // Define and init first screen // NOTE: currentScreen is defined in screens.h as a global variable currentScreen = TITLE; InitTitleScreen(); #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()) UpdateDrawFrame(); #endif // De-Initialization //-------------------------------------------------------------------------------------- UnloadEndingScreen(); UnloadTitleScreen(); UnloadGameplayScreen(); UnloadLogoScreen(); UnloadTexture(atlas01); UnloadTexture(atlas02); UnloadFont(font); UnloadShader(colorBlend); // Unload color overlay blending shader UnloadSound(fxJump); UnloadSound(fxDash); UnloadSound(fxEatLeaves); UnloadSound(fxHitResin); UnloadSound(fxWind); UnloadSound(fxDieSnake); UnloadSound(fxDieDingo); UnloadSound(fxDieOwl); UnloadMusicStream(music); CloseAudioDevice(); // Close audio device CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } void TransitionToScreen(int screen) { onTransition = true; transFromScreen = currentScreen; transToScreen = screen; } void UpdateTransition(void) { if (!transFadeOut) { transAlpha += 0.05f; if (transAlpha >= 1.0) { transAlpha = 1.0; currentScreen = transToScreen; transFadeOut = true; framesCounter = 0; } } else // Transition fade out logic { transAlpha -= 0.05f; if (transAlpha <= 0) { transAlpha = 0; transFadeOut = false; onTransition = false; transFromScreen = -1; transToScreen = -1; } } } void DrawTransition(void) { DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha)); } // Update and Draw one frame void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- if (!onTransition) { switch (currentScreen) { case LOGO: { UpdateLogoScreen(); if (FinishLogoScreen()) TransitionToScreen(TITLE); } 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(); InitGameplayScreen(); TransitionToScreen(GAMEPLAY); } } break; case GAMEPLAY: { UpdateGameplayScreen(); if (FinishGameplayScreen()) { UnloadGameplayScreen(); InitEndingScreen(); TransitionToScreen(ENDING); } } break; case ENDING: { UpdateEndingScreen(); if (FinishEndingScreen()) { UnloadEndingScreen(); InitGameplayScreen(); TransitionToScreen(GAMEPLAY); } } break; default: break; } } else UpdateTransition(); UpdateMusicStream(music); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(WHITE); switch (currentScreen) { case LOGO: DrawLogoScreen(); break; case TITLE: DrawTitleScreen(); break; case GAMEPLAY: DrawGameplayScreen(); break; case ENDING: DrawEndingScreen(); break; default: break; } if (onTransition) DrawTransition(); DrawRectangle(GetScreenWidth() - 200, GetScreenHeight() - 50, 200, 40, Fade(WHITE, 0.6f)); DrawText("ALPHA VERSION", GetScreenWidth() - 180, GetScreenHeight() - 40, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- }