154 lines
4.6 KiB
C
154 lines
4.6 KiB
C
/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Title Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2019 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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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Title screen global variables
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static int framesCounter;
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static int finishScreen;
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static int state;
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static int scrollPositionX;
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static int catPosX;
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static int roombaPosX;
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static float vsAlpha;
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static float vsScale;
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static Texture2D cat;
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static Texture2D vs;
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static Texture2D roomba;
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//----------------------------------------------------------------------------------
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// Title Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Title Screen Initialization logic
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void InitTitleScreen(void)
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{
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// TODO: Initialize TITLE screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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cat = LoadTexture("resources/title_cat.png");
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vs = LoadTexture("resources/title_vs.png");
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roomba = LoadTexture("resources/title_roomba.png");
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state = 0;
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catPosX = 1760;
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roombaPosX = -700;
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scrollPositionX = 0;
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vsAlpha = 0.0f;
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vsScale = 10.0f;
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PlayMusicStream(music);
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}
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// Title Screen Update logic
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void UpdateTitleScreen(void)
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{
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scrollPositionX -= 5;
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if (scrollPositionX < -GetScreenWidth()) scrollPositionX = 0;
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if (state == 0)
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{
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catPosX -= 4;
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roombaPosX += 3;
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if (catPosX < (GetScreenWidth()/2 - cat.width/2)) catPosX = (GetScreenWidth()/2 - cat.width/2);
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if (roombaPosX > (GetScreenWidth()/2 - roomba.width/2)) roombaPosX = (GetScreenWidth()/2 - roomba.width/2);
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if ((catPosX == (GetScreenWidth()/2 - cat.width/2)) && (roombaPosX == (GetScreenWidth()/2 - roomba.width/2)))
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{
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state = 1;
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framesCounter = 0;
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}
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}
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else if (state == 1)
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{
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framesCounter++;
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vsScale -= 0.1f;
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vsAlpha += 0.01f;
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if (vsScale < 1.0f) vsScale = 1.0f;
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if (vsAlpha > 1.0f) vsAlpha = 1.0f;
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if (framesCounter > 160)
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{
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state = 2;
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framesCounter = 0;
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}
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}
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else if (state == 2) framesCounter++;
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// Press enter or tap to change to GAMEPLAY screen
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
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{
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//finishScreen = 1; // OPTIONS
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finishScreen = 2; // GAMEPLAY
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PlaySound(fxCoin);
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}
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}
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// Title Screen Draw logic
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void DrawTitleScreen(void)
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{
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for (int i = 0; i < 64*2*2; i++)
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{
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DrawRectangle(64*i + scrollPositionX, 0, 64, GetScreenHeight(), (i%2 == 0)? GetColor(0xf3726dff) : GetColor(0xffcf6bff));
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}
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DrawTexture(cat, catPosX, 80, WHITE);
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DrawTexture(roomba, roombaPosX, 320, WHITE);
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if (state > 0)
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{
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DrawTexturePro(vs, (Rectangle){ 0, 0, vs.width, vs.height }, (Rectangle){ GetScreenWidth()/2, 300, vs.width*vsScale, vs.height*vsScale }, (Vector2){ vs.width/2*vsScale, vs.height/2*vsScale }, 0.0f, Fade(WHITE, vsAlpha));
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}
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if ((state == 2) && ((framesCounter/30)%2)) DrawTextEx(font2, "PRESS ENTER to START", (Vector2){ 340, 550 }, font2.baseSize, 2, WHITE);
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}
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// Title Screen Unload logic
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void UnloadTitleScreen(void)
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{
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UnloadTexture(cat);
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UnloadTexture(vs);
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UnloadTexture(roomba);
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}
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// Title Screen should finish?
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int FinishTitleScreen(void)
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{
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return finishScreen;
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} |