ec33e7d705
- Preparing MP3 files support - Jumped version to raylib 2.0-dev (too many breaking changes...)
125 lines
4.2 KiB
C
125 lines
4.2 KiB
C
/**********************************************************************************************
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*
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* raylib - Koala Seasons game
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*
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* Screens Functions Declarations (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef SCREENS_H
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#define SCREENS_H
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#define GAME_FPS 60.0
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#define TIME_FACTOR 60.0/GAME_FPS
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#define MAX_KILLS 128
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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GameScreen currentScreen;
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// NOTE: This is all the data used in the game
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Font font;
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Shader colorBlend;
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Texture2D atlas01;
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Texture2D atlas02;
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Sound fxJump;
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Sound fxDash;
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Sound fxEatLeaves;
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Sound fxDieSnake;
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Sound fxDieDingo;
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Sound fxDieOwl;
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Sound fxHitResin;
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Sound fxWind;
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// Global Variables (required by ending screen and gameplay screen)
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int score;
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int hiscore;
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int killHistory[MAX_KILLS];
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int killer;
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int seasons;
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int years;
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int currentLeaves;
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int currentSeason;
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int initSeason;
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int initYears;
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int rainChance;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitLogoScreen(void);
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void UpdateLogoScreen(void);
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void DrawLogoScreen(void);
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void UnloadLogoScreen(void);
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int FinishLogoScreen(void);
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//----------------------------------------------------------------------------------
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// Title Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitTitleScreen(void);
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void UpdateTitleScreen(void);
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void DrawTitleScreen(void);
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void UnloadTitleScreen(void);
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int FinishTitleScreen(void);
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//----------------------------------------------------------------------------------
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// Options Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitOptionsScreen(void);
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void UpdateOptionsScreen(void);
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void DrawOptionsScreen(void);
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void UnloadOptionsScreen(void);
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int FinishOptionsScreen(void);
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitGameplayScreen(void);
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void UpdateGameplayScreen(void);
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void DrawGameplayScreen(void);
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void UnloadGameplayScreen(void);
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int FinishGameplayScreen(void);
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitEndingScreen(void);
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void UpdateEndingScreen(void);
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void DrawEndingScreen(void);
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void UnloadEndingScreen(void);
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int FinishEndingScreen(void);
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#ifdef __cplusplus
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}
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#endif
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#endif // SCREENS_H
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