/******************************************************************************************* * * SKULLY ESCAPE [KING GAME JAM 2015] * * A scary graphic adventure in an old mansion * * This game has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "screens/screens.h" // NOTE: Defines global variable: currentScreen #include "player.h" #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) float transAlpha = 0; bool onTransition = false; bool transFadeOut = false; int transFromScreen = -1; int transToScreen = -1; static int framesCounter = 0; Music music; //---------------------------------------------------------------------------------- // Local Functions Declaration //---------------------------------------------------------------------------------- void TransitionToScreen(int screen); void ChangeToScreen(int screen); // No transition effect 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, "SKULLY ESCAPE [KING GAMEJAM 2015]"); // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); music = LoadMusicStream("resources/audio/come_play_with_me.ogg"); PlayMusicStream(music); font = LoadFont("resources/textures/alagard.png"); doors = LoadTexture("resources/textures/doors.png"); sndDoor = LoadSound("resources/audio/door.ogg"); sndScream = LoadSound("resources/audio/scream.ogg"); InitPlayer(); // 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 all global loaded data (i.e. fonts) here! UnloadPlayer(); UnloadFont(font); UnloadTexture(doors); UnloadSound(sndDoor); UnloadSound(sndScream); UnloadMusicStream(music); CloseAudioDevice(); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } void TransitionToScreen(int screen) { onTransition = true; transFromScreen = currentScreen; transToScreen = screen; } void ChangeToScreen(int screen) { switch (currentScreen) { case LOGO: UnloadLogoScreen(); break; case LOGO_RL: rlUnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case ATTIC: UnloadAtticScreen(); break; case AISLE01: UnloadAisle01Screen();break; case AISLE02: UnloadAisle02Screen();break; case ARMORY: UnloadArmoryScreen();break; case LIVINGROOM: UnloadLivingroomScreen();break; case KITCHEN: UnloadKitchenScreen(); break; case BATHROOM: UnloadBathroomScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } switch (screen) { case LOGO: InitLogoScreen(); break; case LOGO_RL: rlInitLogoScreen(); break; case TITLE: InitTitleScreen(); break; case ATTIC: InitAtticScreen(); break; case AISLE01: InitAisle01Screen();break; case AISLE02: InitAisle02Screen();break; case ARMORY: InitArmoryScreen();break; case LIVINGROOM: InitLivingroomScreen();break; case KITCHEN: InitKitchenScreen(); break; case BATHROOM: InitBathroomScreen(); break; case ENDING: InitEndingScreen(); break; default: break; } currentScreen = screen; } void UpdateTransition(void) { if (!transFadeOut) { transAlpha += 0.05f; if (transAlpha >= 1.0) { transAlpha = 1.0; switch (transFromScreen) { case LOGO: UnloadLogoScreen(); break; case LOGO_RL: rlUnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case ATTIC: UnloadAtticScreen(); break; case AISLE01: UnloadAisle01Screen();break; case AISLE02: UnloadAisle02Screen();break; case ARMORY: UnloadArmoryScreen();break; case LIVINGROOM: UnloadLivingroomScreen();break; case KITCHEN: UnloadKitchenScreen(); break; case BATHROOM: UnloadBathroomScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } switch (transToScreen) { case LOGO: { InitLogoScreen(); currentScreen = LOGO; } break; case LOGO_RL: { rlInitLogoScreen(); currentScreen = LOGO_RL; } break; case TITLE: { InitTitleScreen(); currentScreen = TITLE; } break; case ATTIC: { InitAtticScreen(); currentScreen = ATTIC; } break; case AISLE01: { InitAisle01Screen(); currentScreen = AISLE01; } break; case AISLE02: { InitAisle02Screen(); currentScreen = AISLE02; } break; case BATHROOM: { InitBathroomScreen(); currentScreen = BATHROOM; } break; case LIVINGROOM: { InitLivingroomScreen(); currentScreen = LIVINGROOM; } break; case KITCHEN: { InitKitchenScreen(); currentScreen = KITCHEN; } break; case ARMORY: { InitArmoryScreen(); currentScreen = ARMORY; } break; case ENDING: { InitEndingScreen(); currentScreen = ENDING; } break; default: break; } transFadeOut = true; } } 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 game frame void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- if (!onTransition) { if (player.dead) { framesCounter++; if (framesCounter > 80) { framesCounter = 0; player.dead = false; player.numLifes = 4; TransitionToScreen(TITLE); } } switch(currentScreen) { case LOGO: { UpdateLogoScreen(); if (FinishLogoScreen()) ChangeToScreen(LOGO_RL); } break; case LOGO_RL: { rlUpdateLogoScreen(); if (rlFinishLogoScreen()) TransitionToScreen(TITLE); } break; case TITLE: { UpdateTitleScreen(); if (FinishTitleScreen() == 1) TransitionToScreen(ATTIC); } break; case ATTIC: { UpdateAtticScreen(); if (FinishAtticScreen() == 1) TransitionToScreen(AISLE01); } break; case AISLE01: { UpdateAisle01Screen(); if (FinishAisle01Screen() == 1) TransitionToScreen(BATHROOM); else if(FinishAisle01Screen() == 2) TransitionToScreen(KITCHEN); else if(FinishAisle01Screen() == 3) TransitionToScreen(LIVINGROOM); } break; case BATHROOM: { UpdateBathroomScreen(); if (FinishBathroomScreen() == 1) TransitionToScreen(AISLE01); } break; case LIVINGROOM: { UpdateLivingroomScreen(); if (FinishLivingroomScreen() == 1) TransitionToScreen(AISLE01); else if(FinishLivingroomScreen() == 2)TransitionToScreen(AISLE02); } break; case AISLE02: { UpdateAisle02Screen(); if (FinishAisle02Screen() == 1) TransitionToScreen(KITCHEN); } break; case KITCHEN: { UpdateKitchenScreen(); if (FinishKitchenScreen() == 1) TransitionToScreen(ARMORY); else if(FinishKitchenScreen() == 2)TransitionToScreen(AISLE02); } break; case ARMORY: { UpdateArmoryScreen(); if(FinishArmoryScreen() == 1) TransitionToScreen(ENDING); else if(FinishArmoryScreen() == 2) TransitionToScreen(KITCHEN); } break; case ENDING: { UpdateEndingScreen(); if (FinishEndingScreen()) TransitionToScreen(TITLE); } break; default: break; } } else { // Update transition (fade-in, fade-out) UpdateTransition(); } UpdateMusicStream(music); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); switch(currentScreen) { case LOGO: DrawLogoScreen(); break; case LOGO_RL: rlDrawLogoScreen(); break; case TITLE: DrawTitleScreen(); break; case ATTIC: DrawAtticScreen(); break; case AISLE01: DrawAisle01Screen();break; case AISLE02: DrawAisle02Screen();break; case BATHROOM: DrawBathroomScreen();break; case LIVINGROOM: DrawLivingroomScreen();break; case KITCHEN: DrawKitchenScreen();break; case ARMORY: DrawArmoryScreen();break; case ENDING: DrawEndingScreen(); break; default: break; } if (onTransition) DrawTransition(); //DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- }