raylib/templates/advance_game/advance_game.c
raysan5 1ef1f3d7ea Multiple templates to start a game
Some basic to advance templates are provided to be use as base code for
new games
2014-09-18 19:00:30 +02:00

226 lines
6.9 KiB
C

/*******************************************************************************************
*
* raylib - Advance Game template
*
* <Game title>
* <Game description>
*
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// 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;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
void UpdateTransition(void);
void DrawTransition(void);
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const char windowTitle[30] = "<game name goes here>";
InitWindow(screenWidth, screenHeight, windowTitle);
// TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
// Setup and Init first screen
currentScreen = LOGO;
InitLogoScreen();
SetTargetFPS(60);
//----------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
switch(currentScreen)
{
case LOGO:
{
UpdateLogoScreen();
if (FinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
} break;
case OPTIONS:
{
UpdateOptionsScreen();
if (FinishOptionsScreen()) TransitionToScreen(TITLE);
} break;
case GAMEPLAY:
{
UpdateGameplayScreen();
if (FinishGameplayScreen()) TransitionToScreen(ENDING);
} break;
case ENDING:
{
UpdateEndingScreen();
if (FinishEndingScreen()) TransitionToScreen(TITLE);
} break;
default: break;
}
}
else
{
// Update transition (fade-in, fade-out)
UpdateTransition();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO: DrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case OPTIONS: DrawOptionsScreen(); break;
case GAMEPLAY: DrawGameplayScreen(); break;
case ENDING: DrawEndingScreen(); break;
default: break;
}
if (onTransition) DrawTransition();
//DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all global loaded data (i.e. fonts) here!
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.01;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
switch (transFromScreen)
{
case LOGO: UnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case OPTIONS: UnloadOptionsScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
switch (transToScreen)
{
case LOGO:
{
InitLogoScreen();
currentScreen = LOGO;
} break;
case TITLE:
{
InitTitleScreen();
currentScreen = TITLE;
} break;
case OPTIONS:
{
InitOptionsScreen();
currentScreen = OPTIONS;
} break;
case GAMEPLAY:
{
InitGameplayScreen();
currentScreen = GAMEPLAY;
} break;
case ENDING:
{
InitEndingScreen();
currentScreen = ENDING;
} break;
default: break;
}
transFadeOut = true;
}
}
else // Transition fade out logic
{
transAlpha -= 0.01f;
if (transAlpha <= 0)
{
transAlpha = 0;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
transToScreen = -1;
}
}
}
void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
}