/********************************************************************************************** * * raylib - Advance Game template * * Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) * * Copyright (c) 2014-2019 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. * **********************************************************************************************/ #include "raylib.h" #include "screens.h" //---------------------------------------------------------------------------------- // Global Variables Definition (local to this module) //---------------------------------------------------------------------------------- // Gameplay screen global variables static int framesCounter; static int finishScreen; //---------------------------------------------------------------------------------- // Gameplay Screen Functions Definition //---------------------------------------------------------------------------------- // Gameplay Screen Initialization logic void InitGameplayScreen(void) { // TODO: Initialize GAMEPLAY screen variables here! framesCounter = 0; finishScreen = 0; } // Gameplay Screen Update logic void UpdateGameplayScreen(void) { // TODO: Update GAMEPLAY screen variables here! // Press enter or tap to change to ENDING screen if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) { finishScreen = 1; PlaySound(fxCoin); } } // Gameplay Screen Draw logic void DrawGameplayScreen(void) { // TODO: Draw GAMEPLAY screen here! DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE); DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON); DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON); } // Gameplay Screen Unload logic void UnloadGameplayScreen(void) { // TODO: Unload GAMEPLAY screen variables here! } // Gameplay Screen should finish? int FinishGameplayScreen(void) { return finishScreen; }