/********************************************************************************************** * * raylib - Advance Game template * * Screens Functions Declarations (Init, Update, Draw, Unload) * * Copyright (c) 2014 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. * **********************************************************************************************/ #ifndef SCREENS_H #define SCREENS_H #define PLAYER_ANIM_FRAMES 7 #define PLAYER_ANIM_SEQ 2 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef enum GameScreen { LOGO = 0, LOGO_RL, TITLE, ATTIC, AISLE01, AISLE02, BATHROOM, LIVINGROOM, KITCHEN, ARMORY, ENDING } GameScreen; typedef struct Door { Vector2 position; int facing; bool locked; bool selected; Rectangle frameRec; Rectangle bound; } Door; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- GameScreen currentScreen; Font font; Texture2D doors; Sound sndDoor; Sound sndScream; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //---------------------------------------------------------------------------------- // Logo Screen Functions Declaration //---------------------------------------------------------------------------------- void InitLogoScreen(void); void UpdateLogoScreen(void); void DrawLogoScreen(void); void UnloadLogoScreen(void); int FinishLogoScreen(void); //---------------------------------------------------------------------------------- // raylib Logo Screen Functions Declaration //---------------------------------------------------------------------------------- void rlInitLogoScreen(void); void rlUpdateLogoScreen(void); void rlDrawLogoScreen(void); void rlUnloadLogoScreen(void); int rlFinishLogoScreen(void); //---------------------------------------------------------------------------------- // Title Screen Functions Declaration //---------------------------------------------------------------------------------- void InitTitleScreen(void); void UpdateTitleScreen(void); void DrawTitleScreen(void); void UnloadTitleScreen(void); int FinishTitleScreen(void); //---------------------------------------------------------------------------------- // Attic Screen Functions Declaration //---------------------------------------------------------------------------------- void InitAtticScreen(void); void UpdateAtticScreen(void); void DrawAtticScreen(void); void UnloadAtticScreen(void); int FinishAtticScreen(void); //---------------------------------------------------------------------------------- // Aisle01 Screen Functions Declaration //---------------------------------------------------------------------------------- void InitAisle01Screen(void); void UpdateAisle01Screen(void); void DrawAisle01Screen(void); void UnloadAisle01Screen(void); int FinishAisle01Screen(void); //---------------------------------------------------------------------------------- // Aisle02 Screen Functions Declaration //---------------------------------------------------------------------------------- void InitAisle02Screen(void); void UpdateAisle02Screen(void); void DrawAisle02Screen(void); void UnloadAisle02Screen(void); int FinishAisle02Screen(void); //---------------------------------------------------------------------------------- // Bathroom Screen Functions Declaration //---------------------------------------------------------------------------------- void InitBathroomScreen(void); void UpdateBathroomScreen(void); void DrawBathroomScreen(void); void UnloadBathroomScreen(void); int FinishBathroomScreen(void); //---------------------------------------------------------------------------------- // Livingroom Screen Functions Declaration //---------------------------------------------------------------------------------- void InitLivingroomScreen(void); void UpdateLivingroomScreen(void); void DrawLivingroomScreen(void); void UnloadLivingroomScreen(void); int FinishLivingroomScreen(void); //---------------------------------------------------------------------------------- // Kitchen Screen Functions Declaration //---------------------------------------------------------------------------------- void InitKitchenScreen(void); void UpdateKitchenScreen(void); void DrawKitchenScreen(void); void UnloadKitchenScreen(void); int FinishKitchenScreen(void); //---------------------------------------------------------------------------------- // Armory Screen Functions Declaration //---------------------------------------------------------------------------------- void InitArmoryScreen(void); void UpdateArmoryScreen(void); void DrawArmoryScreen(void); void UnloadArmoryScreen(void); int FinishArmoryScreen(void); //---------------------------------------------------------------------------------- // Ending Screen Functions Declaration //---------------------------------------------------------------------------------- void InitEndingScreen(void); void UpdateEndingScreen(void); void DrawEndingScreen(void); void UnloadEndingScreen(void); int FinishEndingScreen(void); #ifdef __cplusplus } #endif #endif // SCREENS_H