130 lines
4.5 KiB
C
130 lines
4.5 KiB
C
/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Title Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Title screen global variables
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static int framesCounter = 0;
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static int finishScreen = 0;
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static Texture2D texTitle = { 0 };
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static Texture2D texLogo = { 0 };
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static int titlePositionY = 0;
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static int titleCounter = 0;
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//----------------------------------------------------------------------------------
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// Title Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Title Screen Initialization logic
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void InitTitleScreen(void)
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{
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framesCounter = 0;
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finishScreen = 0;
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texTitle = LoadTexture("resources/title.png");
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texLogo = LoadTexture("resources/raylib_logo.png");
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player = GenerateCharacter();
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titlePositionY = -200;
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}
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// Title Screen Update logic
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void UpdateTitleScreen(void)
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{
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framesCounter++;
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if (framesCounter > 5)
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{
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int partToChange = GetRandomValue(0, 4);
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if (partToChange == 0)
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{
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player.head = GetRandomValue(0, texHead.width/BASE_HEAD_WIDTH - 1);
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player.colHead = headColors[GetRandomValue(0, 5)];
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}
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else if (partToChange == 1) player.eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
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else if (partToChange == 2) player.nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
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else if (partToChange == 3) player.mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
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else if (partToChange == 4)
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{
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player.hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
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player.colHair = hairColors[GetRandomValue(0, 9)];
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}
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framesCounter = 0;
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}
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titlePositionY += 3;
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if (titlePositionY > 40) titlePositionY = 40;
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titleCounter++;
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if (IsKeyPressed(KEY_ENTER)) finishScreen = 1;
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}
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// Title Screen Draw logic
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void DrawTitleScreen(void)
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{
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DrawTexture(background, 0, 0, GetColor(0xf6aa60ff));
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// Draw face, parts keep changing ranomly
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DrawCharacter(player, (Vector2){ GetScreenWidth()/2 - 125, 80 });
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// Draw face rectangles
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//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_EYES_WIDTH/2, 270, BASE_EYES_WIDTH, texEyes.height }, Fade(GREEN, 0.3f));
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//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_NOSE_WIDTH/2, 355, BASE_NOSE_WIDTH, texNose.height }, Fade(SKYBLUE, 0.3f));
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//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_MOUTH_WIDTH/2, 450, BASE_MOUTH_WIDTH, texMouth.height }, Fade(RED, 0.3f));
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DrawTexture(texTitle, GetScreenWidth()/2 - texTitle.width/2, titlePositionY, WHITE);
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if (titleCounter > 180)
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{
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if (GuiButton((Rectangle){ GetScreenWidth()/2 - 440/2, 580, 440, 80 }, "START DATE!", -1)) finishScreen = 1; // GAMEPLAY
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}
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DrawText("powered by", 20, GetScreenHeight() - texLogo.height - 35, 10, BLACK);
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DrawTexture(texLogo, 20, GetScreenHeight() - texLogo.height - 20, WHITE);
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}
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// Title Screen Unload logic
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void UnloadTitleScreen(void)
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{
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UnloadTexture(texTitle);
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UnloadTexture(texLogo);
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}
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// Title Screen should finish?
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int FinishTitleScreen(void)
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{
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return finishScreen;
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} |