raylib/games/skully_escape/screens/screen_logo_raylib.c
2017-03-19 12:52:13 +01:00

201 lines
6.7 KiB
C

/**********************************************************************************************
*
* raylib - Advance Game template
*
* Logo Screen Functions Definitions (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.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#define LOGO_RECS_SIDE 16
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Logo screen global variables
static int framesCounter = 0;
static int finishScreen;
static int logoPositionX;
static int logoPositionY;
static int lettersCount = 0;
static int topSideRecWidth = LOGO_RECS_SIDE;
static int leftSideRecHeight = LOGO_RECS_SIDE;
static int bottomSideRecWidth = LOGO_RECS_SIDE;
static int rightSideRecHeight = LOGO_RECS_SIDE;
static char raylib[8]; // raylib text array, max 8 letters
static int state = 0; // Tracking animation states (State Machine)
static float alpha = 1.0f; // Useful for fading
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
// Logo Screen Initialization logic
void rlInitLogoScreen(void)
{
// TODO: Initialize LOGO screen variables here!
finishScreen = 0;
logoPositionX = GetScreenWidth()/2 - 128;
logoPositionY = GetScreenHeight()/2 - 128;
for (int i = 0; i < 8; i++) raylib[i] = '\0';
}
// Logo Screen Update logic
void rlUpdateLogoScreen(void)
{
// Update LOGO screen variables here!
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 80)
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (state == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 8;
leftSideRecHeight += 8;
if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 8;
rightSideRecHeight += 8;
if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
if (framesCounter/10) // Every 12 frames, one more letter!
{
lettersCount++;
framesCounter = 0;
}
switch (lettersCount)
{
case 1: raylib[0] = 'r'; break;
case 2: raylib[1] = 'a'; break;
case 3: raylib[2] = 'y'; break;
case 4: raylib[3] = 'l'; break;
case 5: raylib[4] = 'i'; break;
case 6: raylib[5] = 'b'; break;
default: break;
}
// When all letters have appeared...
if (lettersCount >= 10)
{
state = 4;
framesCounter = 0;
}
}
else if (state == 4)
{
framesCounter++;
if (framesCounter > 100)
{
alpha -= 0.02f;
if (alpha <= 0.0f)
{
alpha = 0.0f;
finishScreen = 1;
}
}
}
}
// Logo Screen Draw logic
void rlDrawLogoScreen(void)
{
if (state == 0)
{
if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
else if (state == 3)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
}
else if (state == 4)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
}
}
// Logo Screen Unload logic
void rlUnloadLogoScreen(void)
{
// TODO: Unload LOGO screen variables here!
}
// Logo Screen should finish?
int rlFinishLogoScreen(void)
{
return finishScreen;
}