raylib/games/just_do/just_do.c
2017-10-22 11:48:41 +02:00

373 lines
11 KiB
C

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