eb508bf75f
Game developed in the GGJ18, it has some bugs and ending screen is incomplete... I'll try to keep working a bit more on it.
102 lines
2.9 KiB
C
102 lines
2.9 KiB
C
/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2018 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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// Logo screen global variables
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static int framesCounter;
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static int finishScreen;
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static Texture2D logoCW;
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static float fadeValue;
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static int showLogoFrames;
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static bool fadeOut;
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Logo Screen Initialization logic
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void InitLogoScreen(void)
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{
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framesCounter = 0;
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finishScreen = 0;
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logoCW = LoadTexture("resources/textures/cw_logo.png");
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showLogoFrames = 60;
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fadeValue = 0;
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fadeOut = false;
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}
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// Logo Screen Update logic
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void UpdateLogoScreen(void)
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{
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if(!fadeOut)
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{
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fadeValue += 0.02f;
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if(fadeValue > 1.01f)
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{
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fadeValue = 1.0f;
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framesCounter++;
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if(framesCounter % showLogoFrames == 0)
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{
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fadeOut = true;
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finishScreen = true;
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}
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}
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}
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if(IsKeyPressed(KEY_ENTER))
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{
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finishScreen = true;
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}
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}
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// Logo Screen Draw logic
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void DrawLogoScreen(void)
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{
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DrawTexture(logoCW, GetScreenWidth()/2 - logoCW.width/2, GetScreenHeight()/2 - logoCW.height/2, Fade(WHITE, fadeValue));
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}
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// Logo Screen Unload logic
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void UnloadLogoScreen(void)
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{
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UnloadTexture(logoCW);
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}
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// Logo Screen should finish?
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int FinishLogoScreen(void)
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{
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return finishScreen;
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} |