f991a075e1
They were disabled because they failed to build, but this patch set fixes the build on Linux and macOS. This doesn't apply to the AppVeyor build on Windows yet; it currently fails at linking with OpenAL.
319 lines
9.7 KiB
C
319 lines
9.7 KiB
C
/*******************************************************************************************
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*
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* GLOBAL GAME JAM 2017 - WAVE COLLECTOR
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*
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* The ultimate wave particles collector is here!
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* You must follow the wave and collect all the particles
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* The level is actually the wave and the wave is the level!
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* Be fast! Be smart! Be the best wave collector!
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*
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* This game has been created using raylib v1.7 (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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* Copyright (c) 2017 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 global variable: currentScreen
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#include <stdlib.h>
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#include <stdio.h> // Required for: printf()
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#include <string.h> // Required for: strcpy()
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#if defined(PLATFORM_ANDROID)
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#include "android_native_app_glue.h"
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#endif
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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;
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const int screenHeight = 720;
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// Required variables to manage screen transitions (fade-in, fade-out)
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static float transAlpha = 0.0f;
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static bool onTransition = false;
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static bool transFadeOut = false;
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static int transFromScreen = -1;
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static int transToScreen = -1;
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// NOTE: Some global variables that require to be visible for all screens,
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// are defined in screens.h (i.e. currentScreen)
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//----------------------------------------------------------------------------------
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// Local Functions Declaration
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//----------------------------------------------------------------------------------
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static void ChangeToScreen(int screen); // No transition effect
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static void TransitionToScreen(int screen);
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static void UpdateTransition(void);
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static void DrawTransition(void);
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static 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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#if defined(PLATFORM_ANDROID)
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void android_main(struct android_app *app)
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#else
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int main(int argc, char *argv[])
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#endif
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{
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// Initialization
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//---------------------------------------------------------
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#if defined(PLATFORM_DESKTOP)
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// TODO: Support for dropped files on the exe
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// Support command line argument for custom music file
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if (argc > 1)
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{
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// Just supporting an input argument parameter!!! o__O
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if ((IsFileExtension(argv[1], ".ogg")) ||
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(IsFileExtension(argv[1], ".wav")))
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{
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if (sampleFilename != NULL) free(sampleFilename);
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sampleFilename = (char *)malloc(256);
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strcpy(sampleFilename, argv[1]);
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printf("Custom audio file: %s", sampleFilename);
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}
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}
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#endif
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#if defined(PLATFORM_ANDROID)
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InitWindow(screenWidth, screenHeight, app);
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#else
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
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#endif
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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font = LoadSpriteFont("resources/font.fnt");
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music = LoadMusicStream("resources/audio/wave.ogg");
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SetMusicVolume(music, 1.0f);
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// Setup and Init first screen
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currentScreen = LOGO;
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InitLogoScreen();
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//InitTitleScreen();
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//InitGameplayScreen();
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//InitEndingScreen();
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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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UpdateDrawFrame();
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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switch (currentScreen)
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{
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case LOGO: UnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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case ENDING: UnloadEndingScreen(); break;
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default: break;
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}
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// Unload all global loaded data (i.e. fonts) here!
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UnloadSpriteFont(font);
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UnloadMusicStream(music);
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CloseAudioDevice(); // Close audio context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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#if !defined(PLATFORM_ANDROID)
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return 0;
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#endif
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Change to next screen, no transition
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static void ChangeToScreen(int screen)
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{
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// Unload current screen
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switch (currentScreen)
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{
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case LOGO: UnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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case ENDING: UnloadEndingScreen(); break;
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default: break;
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}
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// Init next screen
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switch (screen)
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{
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case LOGO: InitLogoScreen(); break;
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case TITLE: InitTitleScreen(); break;
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case GAMEPLAY: InitGameplayScreen(); break;
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case ENDING: InitEndingScreen(); break;
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default: break;
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}
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currentScreen = screen;
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}
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// Define transition to next screen
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static void TransitionToScreen(int screen)
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{
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onTransition = true;
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transFadeOut = false;
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transFromScreen = currentScreen;
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transToScreen = screen;
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transAlpha = 0.0f;
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}
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// Update transition effect
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static void UpdateTransition(void)
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{
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if (!transFadeOut)
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{
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transAlpha += 0.05f;
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// NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
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// For that reason we compare against 1.01f, to avoid last frame loading stop
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if ((int)transAlpha >= 1)
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{
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transAlpha = 1.0f;
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// Unload current screen
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switch (transFromScreen)
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{
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case LOGO: UnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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case ENDING: UnloadEndingScreen(); break;
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default: break;
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}
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// Load next screen
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switch (transToScreen)
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{
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case LOGO: InitLogoScreen(); break;
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case TITLE: InitTitleScreen(); break;
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case GAMEPLAY: InitGameplayScreen(); break;
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case ENDING: InitEndingScreen(); break;
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default: break;
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}
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currentScreen = transToScreen;
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// Activate fade out effect to next loaded screen
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transFadeOut = true;
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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 -= 0.05f;
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if ((int)transAlpha <= 0)
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{
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transAlpha = 0.0f;
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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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// Draw transition effect (full-screen rectangle)
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static 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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// Update and draw game frame
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static 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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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()) TransitionToScreen(TITLE);
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} break;
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case TITLE:
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{
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UpdateTitleScreen();
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if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
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} break;
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case GAMEPLAY:
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{
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UpdateGameplayScreen();
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if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
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//else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
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} break;
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case ENDING:
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{
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UpdateEndingScreen();
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if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
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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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// TODO: Review! It breaks the game... issues with audio buffering...
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if (currentScreen != ENDING) UpdateMusicStream(music);
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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 TITLE: DrawTitleScreen(); break;
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case GAMEPLAY: DrawGameplayScreen(); break;
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case ENDING: DrawEndingScreen(); break;
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default: break;
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}
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// Draw full screen rectangle in front of everything
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if (onTransition) DrawTransition();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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