2c219fb814
Inspired by #504. Instead of requiring the user to do PLATFORM_ANDROID #ifdefery, have the android_main entry point exported by raylib and call the user-defined main. This way many games could (in theory) run unmodified on Android and elsewhere. This is untested!
361 lines
11 KiB
C
361 lines
11 KiB
C
/*******************************************************************************************
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*
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* JUST DO - Global Game Jam 2015 Videogame
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* Experimental puzzle game that lets the user try to find a logic solution to
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* different shape-color-based situations.
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*
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* Developed by: Ramon Santamaria (Ray San)
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*
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* This game has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* raylib - Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "screens/screens.h" // NOTE: Defines currentScreen
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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const int screenWidth = 1280; // Moved to screens.h
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const int screenHeight = 720; // Moved to screens.h
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// Required variables to manage screen transitions (fade-in, fade-out)
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float transAlpha = 0;
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bool onTransition = false;
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bool transFadeOut = false;
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int transFromScreen = -1;
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int transToScreen = -1;
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int framesCounter = 0;
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//static Sound levelWin;
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Music music;
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//----------------------------------------------------------------------------------
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// Local Functions Declaration
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//----------------------------------------------------------------------------------
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void TransitionToScreen(int screen);
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void UpdateTransition(void);
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void DrawTransition(void);
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void UpdateDrawFrame(void); // Update and Draw one frame
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//----------------------------------------------------------------------------------
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// Main entry point
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//----------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "GGJ15 - JUST DO");
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// Load global data here (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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levelWin = LoadSound("resources/win.wav");
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music = LoadMusicStream("resources/ambient.ogg");
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// Setup and Init first screen
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currentScreen = LOGO;
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InitLogoScreen();
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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if (IsKeyPressed(KEY_SPACE)) PlaySound(levelWin);
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UpdateDrawFrame();
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload all global loaded data (i.e. fonts) here!
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UnloadSound(levelWin);
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UnloadMusicStream(music);
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CloseAudioDevice();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Local Functions Definition
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//----------------------------------------------------------------------------------
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void TransitionToScreen(int screen)
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{
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onTransition = true;
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transFromScreen = currentScreen;
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transToScreen = screen;
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}
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void UpdateTransition(void)
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{
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if (!transFadeOut)
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{
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transAlpha += 0.02f;
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if (transAlpha >= 1.0)
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{
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transAlpha = 1.0;
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currentScreen = transToScreen;
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transFadeOut = true;
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framesCounter = 0;
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}
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}
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else // Transition fade out logic
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{
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transAlpha -= 0.02f;
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if (transAlpha <= 0)
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{
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transAlpha = 0;
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transFadeOut = false;
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onTransition = false;
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transFromScreen = -1;
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transToScreen = -1;
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}
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}
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}
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void DrawTransition(void)
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{
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha));
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}
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void UpdateDrawFrame(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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if (!onTransition)
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{
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if (IsKeyPressed('0'))
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{
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TransitionToScreen(LEVEL00);
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InitLevel00Screen();
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}
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else if (IsKeyPressed('1'))
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{
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TransitionToScreen(LEVEL01);
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InitLevel01Screen();
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}
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else if (IsKeyPressed('2'))
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{
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TransitionToScreen(LEVEL02);
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InitLevel02Screen();
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}
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else if (IsKeyPressed('3'))
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{
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TransitionToScreen(LEVEL03);
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InitLevel03Screen();
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}
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else if (IsKeyPressed('4'))
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{
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TransitionToScreen(LEVEL04);
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InitLevel04Screen();
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}
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else if (IsKeyPressed('5'))
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{
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TransitionToScreen(LEVEL05);
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InitLevel05Screen();
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}
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else if (IsKeyPressed('6'))
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{
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TransitionToScreen(LEVEL06);
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InitLevel06Screen();
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}
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else if (IsKeyPressed('7'))
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{
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TransitionToScreen(LEVEL07);
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InitLevel07Screen();
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}
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else if (IsKeyPressed('8'))
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{
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TransitionToScreen(LEVEL08);
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InitLevel08Screen();
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}
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else if (IsKeyPressed('9'))
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{
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TransitionToScreen(LEVEL09);
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InitLevel08Screen();
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}
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UpdateMusicStream(music);
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switch(currentScreen)
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{
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case LOGO:
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{
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UpdateLogoScreen();
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if (FinishLogoScreen())
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{
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UnloadLogoScreen();
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TransitionToScreen(LEVEL00);
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InitLevel00Screen();
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PlayMusicStream(music);
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SetMusicVolume(music, 0.6f);
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}
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} break;
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case LEVEL00:
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{
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UpdateLevel00Screen();
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if (FinishLevel00Screen())
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{
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UnloadLevel00Screen();
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TransitionToScreen(LEVEL01);
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InitLevel01Screen();
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}
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} break;
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case LEVEL01:
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{
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UpdateLevel01Screen();
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if (FinishLevel01Screen())
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{
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UnloadLevel01Screen();
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TransitionToScreen(LEVEL02);
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InitLevel02Screen();
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}
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} break;
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case LEVEL02:
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{
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UpdateLevel02Screen();
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if (FinishLevel02Screen())
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{
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UnloadLevel02Screen();
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TransitionToScreen(LEVEL03);
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InitLevel03Screen();
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}
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} break;
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case LEVEL03:
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{
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UpdateLevel03Screen();
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if (FinishLevel03Screen())
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{
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UnloadLevel03Screen();
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TransitionToScreen(LEVEL04);
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InitLevel04Screen();
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}
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} break;
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case LEVEL04:
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{
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UpdateLevel04Screen();
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if (FinishLevel04Screen())
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{
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UnloadLevel04Screen();
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TransitionToScreen(LEVEL05);
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InitLevel05Screen();
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}
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} break;
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case LEVEL05:
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{
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UpdateLevel05Screen();
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if (FinishLevel05Screen())
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{
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UnloadLevel05Screen();
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TransitionToScreen(LEVEL06);
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InitLevel06Screen();
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}
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} break;
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case LEVEL06:
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{
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UpdateLevel06Screen();
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if (FinishLevel06Screen())
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{
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UnloadLevel06Screen();
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TransitionToScreen(LEVEL07);
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InitLevel07Screen();
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}
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} break;
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case LEVEL07:
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{
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UpdateLevel07Screen();
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if (FinishLevel07Screen())
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{
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UnloadLevel07Screen();
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TransitionToScreen(LEVEL08);
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InitLevel08Screen();
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}
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} break;
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case LEVEL08:
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{
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UpdateLevel08Screen();
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if (FinishLevel08Screen())
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{
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UnloadLevel08Screen();
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TransitionToScreen(LEVEL09);
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InitLevel09Screen();
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}
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} break;
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case LEVEL09:
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{
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UpdateLevel09Screen();
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if (FinishLevel09Screen())
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{
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UnloadLevel09Screen();
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TransitionToScreen(LEVEL00);
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InitLevel00Screen();
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}
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} break;
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default: break;
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}
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}
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else UpdateTransition(); // Update transition (fade-in, fade-out)
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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switch(currentScreen)
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{
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case LOGO: DrawLogoScreen(); break;
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case LEVEL00: DrawLevel00Screen(); break;
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case LEVEL01: DrawLevel01Screen(); break;
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case LEVEL02: DrawLevel02Screen(); break;
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case LEVEL03: DrawLevel03Screen(); break;
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case LEVEL04: DrawLevel04Screen(); break;
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case LEVEL05: DrawLevel05Screen(); break;
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case LEVEL06: DrawLevel06Screen(); break;
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case LEVEL07: DrawLevel07Screen(); break;
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case LEVEL08: DrawLevel08Screen(); break;
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case LEVEL09: DrawLevel09Screen(); break;
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default: break;
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}
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if (onTransition) DrawTransition();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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