raylib/games/koala_seasons/koala_seasons.c
2017-04-23 12:05:47 +02:00

281 lines
8.4 KiB
C

/*******************************************************************************************
*
* raylib - Koala Seasons game
*
* Koala Seasons is a runner, you must survive as long as possible jumping from tree to tree
* Ready to start the adventure? How long can you survive?
*
* This game has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines currentScreen
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
static float transAlpha = 0;
static bool onTransition = false;
static bool transFadeOut = false;
static int transFromScreen = -1;
static int transToScreen = -1;
static int framesCounter = 0;
static Music music;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
void UpdateTransition(void);
void DrawTransition(void);
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
void android_main(struct android_app *app)
#else
int main(void)
#endif
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
const char windowTitle[30] = "KOALA SEASONS";
//ShowLogo();
//SetConfigFlags(FLAG_FULLSCREEN_MODE);
#if defined(PLATFORM_ANDROID)
InitWindow(screenWidth, screenHeight, app);
#else
InitWindow(screenWidth, screenHeight, windowTitle);
#endif
// Load global data here (assets that must be available in all screens, i.e. fonts)
font = LoadSpriteFont("resources/graphics/mainfont.png");
atlas01 = LoadTexture("resources/graphics/atlas01.png");
atlas02 = LoadTexture("resources/graphics/atlas02.png");
#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
colorBlend = LoadShader("resources/shaders/glsl100/base.vs", "resources/shaders/glsl100/blend_color.fs");
#else
colorBlend = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/blend_color.fs");
#endif
InitAudioDevice();
// Load sounds data
fxJump = LoadSound("resources/audio/jump.ogg");
fxDash = LoadSound("resources/audio/dash.ogg");
fxEatLeaves = LoadSound("resources/audio/eat_leaves.ogg");
fxHitResin = LoadSound("resources/audio/resin_hit.ogg");
fxWind = LoadSound("resources/audio/wind_sound.ogg");
fxDieSnake = LoadSound("resources/audio/snake_die.ogg");
fxDieDingo = LoadSound("resources/audio/dingo_die.ogg");
fxDieOwl = LoadSound("resources/audio/owl_die.ogg");
music = LoadMusicStream("resources/audio/jngl.xm");
PlayMusicStream(music);
SetMusicVolume(music, 1.0f);
// Define and init first screen
// NOTE: currentScreen is defined in screens.h as a global variable
currentScreen = TITLE;
InitLogoScreen();
//InitOptionsScreen();
InitTitleScreen();
InitGameplayScreen();
InitEndingScreen();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) UpdateDrawFrame();
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadEndingScreen();
UnloadTitleScreen();
UnloadGameplayScreen();
UnloadLogoScreen();
UnloadTexture(atlas01);
UnloadTexture(atlas02);
UnloadSpriteFont(font);
UnloadShader(colorBlend); // Unload color overlay blending shader
UnloadSound(fxJump);
UnloadSound(fxDash);
UnloadSound(fxEatLeaves);
UnloadSound(fxHitResin);
UnloadSound(fxWind);
UnloadSound(fxDieSnake);
UnloadSound(fxDieDingo);
UnloadSound(fxDieOwl);
UnloadMusicStream(music);
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
#if !defined(PLATFORM_ANDROID)
return 0;
#endif
}
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.05f;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
currentScreen = transToScreen;
transFadeOut = true;
framesCounter = 0;
}
}
else // Transition fade out logic
{
transAlpha -= 0.05f;
if (transAlpha <= 0)
{
transAlpha = 0;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
transToScreen = -1;
}
}
}
void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
}
// Update and Draw one frame
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
switch (currentScreen)
{
case LOGO:
{
UpdateLogoScreen();
if (FinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
// NOTE: FinishTitleScreen() return an int defining the screen to jump to
if (FinishTitleScreen() == 1)
{
UnloadTitleScreen();
//currentScreen = OPTIONS;
//InitOptionsScreen();
}
else if (FinishTitleScreen() == 2)
{
UnloadTitleScreen();
InitGameplayScreen();
TransitionToScreen(GAMEPLAY);
}
} break;
case GAMEPLAY:
{
UpdateGameplayScreen();
if (FinishGameplayScreen())
{
UnloadGameplayScreen();
InitEndingScreen();
TransitionToScreen(ENDING);
}
} break;
case ENDING:
{
UpdateEndingScreen();
if (FinishEndingScreen())
{
UnloadEndingScreen();
InitGameplayScreen();
TransitionToScreen(GAMEPLAY);
}
} break;
default: break;
}
}
else UpdateTransition();
UpdateMusicStream(music);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(WHITE);
switch (currentScreen)
{
case LOGO: DrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case GAMEPLAY: DrawGameplayScreen(); break;
case ENDING: DrawEndingScreen(); break;
default: break;
}
if (onTransition) DrawTransition();
DrawFPS(20, GetScreenHeight() - 30);
DrawRectangle(GetScreenWidth() - 200, GetScreenHeight() - 50, 200, 40, Fade(WHITE, 0.6f));
DrawText("ALPHA VERSION", GetScreenWidth() - 180, GetScreenHeight() - 40, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}