644eddda11
Same functionality could be achieved using FLAGS... but also considering removing raylib logo animation...
272 lines
8.2 KiB
C
272 lines
8.2 KiB
C
/*******************************************************************************************
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*
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* raylib - Koala Seasons game
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*
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* Koala Seasons is a runner, you must survive as long as possible jumping from tree to tree
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* Ready to start the adventure? How long can you survive?
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*
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* This game has been created using raylib 1.5 (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) 2014-2016 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 currentScreen
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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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static float transAlpha = 0;
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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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static int framesCounter = 0;
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static Music music;
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//----------------------------------------------------------------------------------
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// Local Functions Declaration
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//----------------------------------------------------------------------------------
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void TransitionToScreen(int screen);
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void UpdateTransition(void);
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void DrawTransition(void);
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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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int main(void) {
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// Initialization
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//---------------------------------------------------------
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const int screenWidth = 1280;
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const int screenHeight = 720;
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const char windowTitle[30] = "KOALA SEASONS";
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//SetConfigFlags(FLAG_FULLSCREEN_MODE);
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// Note that windowTitle is ignored on Android
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InitWindow(screenWidth, screenHeight, windowTitle);
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// Load global data here (assets that must be available in all screens, i.e. fonts)
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font = LoadFont("resources/graphics/mainfont.png");
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atlas01 = LoadTexture("resources/graphics/atlas01.png");
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atlas02 = LoadTexture("resources/graphics/atlas02.png");
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#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
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colorBlend = LoadShader("resources/shaders/glsl100/base.vs", "resources/shaders/glsl100/blend_color.fs");
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#else
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colorBlend = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/blend_color.fs");
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#endif
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InitAudioDevice();
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// Load sounds data
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fxJump = LoadSound("resources/audio/jump.ogg");
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fxDash = LoadSound("resources/audio/dash.ogg");
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fxEatLeaves = LoadSound("resources/audio/eat_leaves.ogg");
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fxHitResin = LoadSound("resources/audio/resin_hit.ogg");
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fxWind = LoadSound("resources/audio/wind_sound.ogg");
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fxDieSnake = LoadSound("resources/audio/snake_die.ogg");
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fxDieDingo = LoadSound("resources/audio/dingo_die.ogg");
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fxDieOwl = LoadSound("resources/audio/owl_die.ogg");
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music = LoadMusicStream("resources/audio/jngl.xm");
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PlayMusicStream(music);
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SetMusicVolume(music, 1.0f);
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// Define and init first screen
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// NOTE: currentScreen is defined in screens.h as a global variable
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currentScreen = TITLE;
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InitLogoScreen();
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//InitOptionsScreen();
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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()) UpdateDrawFrame();
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadEndingScreen();
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UnloadTitleScreen();
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UnloadGameplayScreen();
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UnloadLogoScreen();
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UnloadTexture(atlas01);
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UnloadTexture(atlas02);
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UnloadFont(font);
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UnloadShader(colorBlend); // Unload color overlay blending shader
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UnloadSound(fxJump);
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UnloadSound(fxDash);
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UnloadSound(fxEatLeaves);
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UnloadSound(fxHitResin);
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UnloadSound(fxWind);
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UnloadSound(fxDieSnake);
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UnloadSound(fxDieDingo);
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UnloadSound(fxDieOwl);
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UnloadMusicStream(music);
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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void TransitionToScreen(int screen)
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{
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onTransition = true;
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transFromScreen = currentScreen;
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transToScreen = screen;
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}
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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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if (transAlpha >= 1.0)
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{
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transAlpha = 1.0;
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currentScreen = transToScreen;
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transFadeOut = true;
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framesCounter = 0;
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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 (transAlpha <= 0)
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{
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transAlpha = 0;
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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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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 one frame
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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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// NOTE: FinishTitleScreen() return an int defining the screen to jump to
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if (FinishTitleScreen() == 1)
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{
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UnloadTitleScreen();
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//currentScreen = OPTIONS;
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//InitOptionsScreen();
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}
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else if (FinishTitleScreen() == 2)
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{
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UnloadTitleScreen();
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InitGameplayScreen();
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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())
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{
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UnloadGameplayScreen();
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InitEndingScreen();
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TransitionToScreen(ENDING);
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}
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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())
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{
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UnloadEndingScreen();
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InitGameplayScreen();
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TransitionToScreen(GAMEPLAY);
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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();
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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(WHITE);
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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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if (onTransition) DrawTransition();
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DrawFPS(20, GetScreenHeight() - 30);
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DrawRectangle(GetScreenWidth() - 200, GetScreenHeight() - 50, 200, 40, Fade(WHITE, 0.6f));
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DrawText("ALPHA VERSION", GetScreenWidth() - 180, GetScreenHeight() - 40, 20, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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