eb508bf75f
Game developed in the GGJ18, it has some bugs and ending screen is incomplete... I'll try to keep working a bit more on it.
465 lines
15 KiB
C
465 lines
15 KiB
C
/*******************************************************************************************
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*
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* raylib - transmission mission
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*
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* Code and transmit the right message
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*
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* This game has been created using raylib (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) 2014-2018 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>
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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(void)
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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_ANDROID)
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InitWindow(screenWidth, screenHeight, app);
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#else
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SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE);
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InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
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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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music = LoadMusicStream("resources/audio/music_title.ogg");
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fxButton = LoadSound("resources/audio/fx_newspaper.ogg");
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SetMusicVolume(music, 1.0f);
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PlayMusicStream(music);
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fontMission = LoadSpriteFontEx("resources/fonts/traveling_typewriter.ttf", 64, 250, 0);
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texButton = LoadTexture("resources/textures/title_ribbon.png");
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// UI BUTTON
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recButton.width = texButton.width;
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recButton.height = texButton.height;
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recButton.x = screenWidth - recButton.width;
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recButton.y = screenHeight - recButton.height - 50;
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fadeButton = 0.8f;
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colorButton = RED;
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textPositionButton = (Vector2){recButton.x + recButton.width/2, recButton.y + recButton.height/2};
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fontSizeButton = 30;
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textColorButton = WHITE;
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currentMission = 0;
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totalMissions = 4;
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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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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 current screen data before closing
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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 MISSION: UnloadMissionScreen(); 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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UnloadMusicStream(music);
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UnloadSound(fxButton);
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UnloadSpriteFont(fontMission);
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UnloadTexture(texButton);
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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 MISSION: UnloadMissionScreen(); 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 MISSION: InitMissionScreen(); 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 += 0.02f;
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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 (transAlpha > 1.01f)
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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 MISSION: UnloadMissionScreen(); 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 MISSION: InitMissionScreen(); 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 -= 0.02f;
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if (transAlpha < -0.01f)
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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(BLACK, 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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UpdateMusicStream(music); // NOTE: Music keeps playing between screens
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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())
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{
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StopMusicStream(music);
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TransitionToScreen(MISSION);
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}
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} break;
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case MISSION:
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{
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UpdateMissionScreen();
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if (FinishMissionScreen())
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{
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StopMusicStream(music);
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TransitionToScreen(GAMEPLAY);
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}
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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) // Continue to next mission
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{
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TransitionToScreen(MISSION);
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}
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else if (FinishEndingScreen() == 2) // Replay current mission
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{
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PlayMusicStream(music);
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TransitionToScreen(TITLE);
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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 TITLE: DrawTitleScreen(); break;
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case MISSION: DrawMissionScreen(); 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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//DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// Load missions from text file
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Mission *LoadMissions(const char *fileName)
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{
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Mission *missions = NULL;
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char buffer[512];
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int missionsCount = 0;
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FILE *misFile = fopen(fileName, "rt");
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if (misFile == NULL) printf("[%s] Missions file could not be opened\n", fileName);
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else
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{
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// First pass to get total missions count
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while (!feof(misFile))
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{
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fgets(buffer, 512, misFile);
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switch (buffer[0])
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{
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case 't': sscanf(buffer, "t %i", &missionsCount); break;
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default: break;
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}
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}
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if (missionsCount > 0) missions = (Mission *)malloc(missionsCount*sizeof(Mission));
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else return NULL;
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rewind(misFile); // Return to the beginning of the file, to read again
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int missionNum = 0;
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while (!feof(misFile))
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{
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fgets(buffer, 512, misFile);
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if (missionNum < missionsCount)
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{
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switch (buffer[0])
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{
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case 'b':
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{
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// New mission brief starts!
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missions[missionNum].id = missionNum;
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sscanf(buffer, "b %[^\n]s", missions[missionNum].brief);
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} break;
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case 'k': sscanf(buffer, "k %[^\n]s", missions[missionNum].key); break;
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case 'm':
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{
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// NOTE: Message is loaded as is, needs to be processed!
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sscanf(buffer, "m %[^\n]s", missions[missionNum].msg);
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} break;
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case 's':
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{
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sscanf(buffer, "s %i %i %i %i %i %i %i %i",
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&missions[missionNum].sols[0],
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&missions[missionNum].sols[1],
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&missions[missionNum].sols[2],
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&missions[missionNum].sols[3],
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&missions[missionNum].sols[4],
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&missions[missionNum].sols[5],
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&missions[missionNum].sols[6],
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&missions[missionNum].sols[7]);
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missions[missionNum].wordsCount = 0;
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for (int i = 0; i < 8; i++)
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{
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if (missions[missionNum].sols[i] > -1)
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{
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missions[missionNum].wordsCount++;
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}
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}
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TraceLog(LOG_WARNING, "Mission %i - Words count %i", missionNum, missions[missionNum].wordsCount);
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missionNum++;
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} break;
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default: break;
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}
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}
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}
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if (missionsCount != missionNum) TraceLog(LOG_WARNING, "Missions count and loaded missions don't match!");
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}
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fclose(misFile);
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if (missions != NULL)
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{
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TraceLog(LOG_INFO, "Missions loaded: %i", missionsCount);
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TraceLog(LOG_INFO, "Missions loaded successfully!");
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}
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return missions;
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}
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bool IsButtonPressed()
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{
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if (CheckCollisionPointRec(GetMousePosition(), recButton))
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{
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fadeButton = 1.0f;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsGestureDetected(GESTURE_TAP))
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{
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PlaySound(fxButton);
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return true;
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}
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}
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else fadeButton = 0.80f;
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return false;
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}
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void DrawButton(const char *text)
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{
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//DrawRectangleRec(recButton, Fade(colorButton, fadeButton));
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DrawTexturePro(texButton, (Rectangle){0,0,texButton.width, texButton.height}, recButton, (Vector2){0,0},0, Fade(WHITE, fadeButton));
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Vector2 measure = MeasureTextEx(fontMission, text, fontSizeButton, 0);
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Vector2 textPos = {textPositionButton.x - measure.x/2 + 10, textPositionButton.y - measure.y/2 - 10};
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DrawTextEx(fontMission, text, textPos , fontSizeButton, 0, textColorButton);
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} |