raylib/templates/basic_game/basic_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

152 lines
5.4 KiB
C

/*******************************************************************************************
*
* raylib - Basic Game template
*
* <Game title>
* <Game description>
*
* This game has been created using raylib v1.2 (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"
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const char windowTitle[30] = "<game name goes here>";
GameScreen currentScreen = LOGO;
InitWindow(screenWidth, screenHeight, windowTitle);
// TODO: Initialize all required variables and load all required data here!
int framesCounter = 0; // Used to count frames
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch(currentScreen)
{
case LOGO:
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = TITLE;
}
} break;
case TITLE:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = ENDING;
}
} break;
case ENDING:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = TITLE;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
} break;
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
} break;
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
} break;
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}