/******************************************************************************************* * * raylib game - Dr. Turtle & Mr. Gamera * * Welcome to raylib! * * To test examples, just press F6 and execute raylib_compile_execute script * Note that compiled executable is placed in the same folder as .c file * * You can find all basic examples on C:\raylib\raylib\examples folder or * raylib official webpage: www.raylib.com * * Enjoy using raylib. :) * * This game has been created using raylib 1.1 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define MAX_ENEMIES 10 typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen; int main() { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 1280; const int screenHeight = 720; // Init window InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA"); // Load game resources: textures Texture2D sky = LoadTexture("resources/sky.png"); Texture2D mountains = LoadTexture("resources/mountains.png"); Texture2D sea = LoadTexture("resources/sea.png"); // Define scrolling variables int backScrolling = 0; int seaScrolling = 0; // Define current screen GameScreen currentScreen = TITLE; SetTargetFPS(60); // Setup game frames per second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Game screens management switch (currentScreen) { case TITLE: { // Sea scrolling seaScrolling -= 2; if (seaScrolling <= -screenWidth) seaScrolling = 0; // Press enter to change to gameplay screen if (IsKeyPressed(KEY_ENTER)) { currentScreen = GAMEPLAY; } } break; case GAMEPLAY: { // Background scrolling logic backScrolling--; if (backScrolling <= -screenWidth) backScrolling = 0; // Sea scrolling logic seaScrolling -= 8; if (seaScrolling <= -screenWidth) seaScrolling = 0; // Press enter to change to ending screen if (IsKeyPressed(KEY_ENTER)) { currentScreen = ENDING; } } break; case ENDING: { // Press enter to change to title screen if (IsKeyPressed(KEY_ENTER)) { currentScreen = TITLE; } } break; default: break; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw background (common to all screens) DrawTexture(sky, 0, 0, WHITE); DrawTexture(mountains, backScrolling, 0, WHITE); DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE); DrawTexture(sea, seaScrolling, 0, BLUE); DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE); switch (currentScreen) { case TITLE: { // Draw title screen DrawText("PRESS ENTER", 450, 420, 40, BLACK); } break; case GAMEPLAY: { // Draw gameplay screen DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); } break; case ENDING: { // Draw ending screen // Draw a transparent black rectangle that covers all screen DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f)); DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); } break; default: break; } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload textures UnloadTexture(sky); UnloadTexture(mountains); UnloadTexture(sea); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }