89c16baf18
* Update year of copyright notices * Fix mistake in comment * Fix typo ("algorythms") * Replace tabs with spaces * Remove trailing whitespace and fix mistake in comment * Fix ExportImageAsCode missing comment rectangle corner * Replace tab with spaces * Replace tabs with spaces
282 lines
8.1 KiB
C
282 lines
8.1 KiB
C
/*******************************************************************************************
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*
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* LIGHT MY RITUAL [GLOBAL GAME JAM 2016]
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*
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* Preparing a ritual session is not that easy.
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* You must light all the candles before the astral alignment finishes...
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* but dark creatures move in the shadows to put out all your lights!
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* Be fast! Be smart! Light my ritual!
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*
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* This game has been created using raylib 1.6 (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) 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 global variable: currentScreen
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#include <stdlib.h>
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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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float transAlpha = 0;
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bool onTransition = false;
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bool transFadeOut = false;
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int transFromScreen = -1;
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int transToScreen = -1;
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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 ChangeToScreen(int screen); // No transition effect
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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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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "LIGHT MY RITUAL! [GGJ16]");
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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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Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM)
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lightsMap = GetImageData(image); // Get image pixels data as an array of Color
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lightsMapWidth = image.width;
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lightsMapHeight = image.height;
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UnloadImage(image); // Unload image from CPU memory (RAM)
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font = LoadFont("resources/font_arcadian.png");
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//doors = LoadTexture("resources/textures/doors.png");
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//sndDoor = LoadSound("resources/audio/door.ogg");
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music = LoadMusicStream("resources/audio/ambient.ogg");
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PlayMusicStream(music);
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SetMusicVolume(music, 1.0f);
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// Setup and Init first screen
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currentScreen = LOGO_RL;
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//InitTitleScreen();
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//InitGameplayScreen();
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rlInitLogoScreen();
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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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switch (currentScreen)
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{
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case LOGO_RL: rlUnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); 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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UnloadFont(font);
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//UnloadSound(sndDoor);
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UnloadMusicStream(music);
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free(lightsMap);
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CloseAudioDevice();
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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 ChangeToScreen(int screen)
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{
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switch (currentScreen)
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{
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case LOGO_RL: rlUnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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default: break;
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}
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switch (screen)
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{
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case LOGO_RL: rlInitLogoScreen(); break;
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case TITLE: InitTitleScreen(); break;
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case GAMEPLAY: InitGameplayScreen(); 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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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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switch (transFromScreen)
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{
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case LOGO_RL: rlUnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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default: break;
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}
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switch (transToScreen)
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{
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case LOGO_RL:
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{
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rlInitLogoScreen();
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currentScreen = LOGO_RL;
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} break;
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case TITLE:
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{
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InitTitleScreen();
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currentScreen = TITLE;
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} break;
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case GAMEPLAY:
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{
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InitGameplayScreen();
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currentScreen = GAMEPLAY;
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} break;
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default: break;
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}
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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 -= 0.05f;
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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 game 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_RL:
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{
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rlUpdateLogoScreen();
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if (rlFinishLogoScreen()) 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() == 1)
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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) ChangeToScreen(LOGO_RL);
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else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
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} break;
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default: break;
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}
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}
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else
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{
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// Update transition (fade-in, fade-out)
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UpdateTransition();
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}
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if (currentScreen != GAMEPLAY) 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(RAYWHITE);
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switch(currentScreen)
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{
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case LOGO_RL: rlDrawLogoScreen(); break;
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case TITLE: DrawTitleScreen(); break;
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case GAMEPLAY: DrawGameplayScreen(); break;
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default: break;
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}
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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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