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Multiple templates to start a game

Some basic to advance templates are provided to be use as base code for
new games
raysan5 11 жил өмнө
parent
commit
1ef1f3d7ea
35 өөрчлөгдсөн 2432 нэмэгдсэн , 0 устгасан
  1. 226 0
      templates/advance_game/advance_game.c
  2. 118 0
      templates/advance_game/makefile
  3. 80 0
      templates/advance_game/screens/screen_ending.c
  4. BIN
      templates/advance_game/screens/screen_ending.o
  5. 80 0
      templates/advance_game/screens/screen_gameplay.c
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      templates/advance_game/screens/screen_gameplay.o
  7. 81 0
      templates/advance_game/screens/screen_logo.c
  8. BIN
      templates/advance_game/screens/screen_logo.o
  9. 71 0
      templates/advance_game/screens/screen_options.c
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      templates/advance_game/screens/screen_options.o
  11. 81 0
      templates/advance_game/screens/screen_title.c
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      templates/advance_game/screens/screen_title.o
  13. 92 0
      templates/advance_game/screens/screens.h
  14. 152 0
      templates/basic_game/basic_game.c
  15. 90 0
      templates/basic_game/makefile
  16. 59 0
      templates/basic_test/basic_test.c
  17. 90 0
      templates/basic_test/makefile
  18. 98 0
      templates/simple_game/makefile
  19. 195 0
      templates/simple_game/screens.c
  20. 74 0
      templates/simple_game/screens.h
  21. BIN
      templates/simple_game/screens.o
  22. 98 0
      templates/simple_game/simple_game.c
  23. 118 0
      templates/standard_game/makefile
  24. 80 0
      templates/standard_game/screens/screen_ending.c
  25. BIN
      templates/standard_game/screens/screen_ending.o
  26. 80 0
      templates/standard_game/screens/screen_gameplay.c
  27. BIN
      templates/standard_game/screens/screen_gameplay.o
  28. 81 0
      templates/standard_game/screens/screen_logo.c
  29. BIN
      templates/standard_game/screens/screen_logo.o
  30. 71 0
      templates/standard_game/screens/screen_options.c
  31. BIN
      templates/standard_game/screens/screen_options.o
  32. 81 0
      templates/standard_game/screens/screen_title.c
  33. BIN
      templates/standard_game/screens/screen_title.o
  34. 92 0
      templates/standard_game/screens/screens.h
  35. 144 0
      templates/standard_game/standard_game.c

+ 226 - 0
templates/advance_game/advance_game.c

@@ -0,0 +1,226 @@
+/*******************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   <Game title>
+*   <Game description>
+*
+*   This game has been created using raylib (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "screens/screens.h"    // NOTE: Defines global variable: currentScreen
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Required variables to manage screen transitions (fade-in, fade-out)
+float transAlpha = 0;
+bool onTransition = false;
+bool transFadeOut = false;
+int transFromScreen = -1;
+int transToScreen = -1;
+    
+//----------------------------------------------------------------------------------
+// Local Functions Declaration
+//----------------------------------------------------------------------------------
+void TransitionToScreen(int screen);
+void UpdateTransition(void);
+void DrawTransition(void);
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main(void)
+{
+	// Initialization
+	//---------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+	const char windowTitle[30] = "<game name goes here>";
+    
+    InitWindow(screenWidth, screenHeight, windowTitle);
+
+    // TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
+    
+    // Setup and Init first screen
+    currentScreen = LOGO;
+    InitLogoScreen();
+    
+	SetTargetFPS(60);
+	//----------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (!onTransition)
+        {
+            switch(currentScreen) 
+            {
+                case LOGO: 
+                {
+                    UpdateLogoScreen();
+                    
+                    if (FinishLogoScreen()) TransitionToScreen(TITLE);
+                    
+                } break;
+                case TITLE: 
+                {
+                    UpdateTitleScreen();
+                    
+                    if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
+                    else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
+
+                } break;
+                case OPTIONS:
+                {
+                    UpdateOptionsScreen();
+                    
+                    if (FinishOptionsScreen()) TransitionToScreen(TITLE);
+
+                } break;
+                case GAMEPLAY:
+                { 
+                    UpdateGameplayScreen();
+                    
+                    if (FinishGameplayScreen()) TransitionToScreen(ENDING);
+  
+                } break;
+                case ENDING: 
+                {
+                    UpdateEndingScreen();
+                    
+                    if (FinishEndingScreen()) TransitionToScreen(TITLE);
+
+                } break;
+                default: break;
+            }
+        }
+        else
+        {
+            // Update transition (fade-in, fade-out)
+            UpdateTransition();
+        }
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            switch(currentScreen) 
+            {
+                case LOGO: DrawLogoScreen(); break;
+                case TITLE: DrawTitleScreen(); break;
+                case OPTIONS: DrawOptionsScreen(); break;
+                case GAMEPLAY: DrawGameplayScreen(); break;
+                case ENDING: DrawEndingScreen(); break;
+                default: break;
+            }
+            
+            if (onTransition) DrawTransition();
+        
+            //DrawFPS(10, 10);
+        
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // TODO: Unload all global loaded data (i.e. fonts) here!
+    
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+	
+    return 0;
+}
+
+void TransitionToScreen(int screen)
+{
+    onTransition = true;
+    transFromScreen = currentScreen;
+    transToScreen = screen;
+}
+
+void UpdateTransition(void)
+{
+    if (!transFadeOut)
+    {
+        transAlpha += 0.01;
+
+        if (transAlpha >= 1.0)
+        {
+            transAlpha = 1.0;
+        
+            switch (transFromScreen)
+            {
+                case LOGO: UnloadLogoScreen(); break;
+                case TITLE: UnloadTitleScreen(); break;
+                case OPTIONS: UnloadOptionsScreen(); break;
+                case GAMEPLAY: UnloadGameplayScreen(); break;
+                case ENDING: UnloadEndingScreen(); break;
+                default: break;
+            }
+            
+            switch (transToScreen)
+            {
+                case LOGO:
+                {
+                    InitLogoScreen(); 
+                    currentScreen = LOGO; 
+                } break;
+                case TITLE: 
+                {
+                    InitTitleScreen();
+                    currentScreen = TITLE;                  
+                } break;
+                case OPTIONS:
+                {
+                    InitOptionsScreen(); 
+                    currentScreen = OPTIONS;
+                } break;
+                case GAMEPLAY:
+                {
+                    InitGameplayScreen(); 
+                    currentScreen = GAMEPLAY;
+                } break;
+                case ENDING:
+                {
+                    InitEndingScreen(); 
+                    currentScreen = ENDING;
+                } break;
+                default: break;
+            }
+            
+            transFadeOut = true;
+        }
+    }
+    else  // Transition fade out logic
+    {
+        transAlpha -= 0.01f;
+        
+        if (transAlpha <= 0)
+        {
+            transAlpha = 0;
+            transFadeOut = false;
+            onTransition = false;
+            transFromScreen = -1;
+            transToScreen = -1;
+        }
+    }
+}
+
+void DrawTransition(void)
+{
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
+}

+ 118 - 0
templates/advance_game/makefile

@@ -0,0 +1,118 @@
+#**************************************************************************************************
+#
+#   raylib - Advance Game
+#
+#   makefile to compile advance game
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   This software is provided "as-is", without any express or implied warranty. In no event 
+#   will the authors be held liable for any damages arising from the use of this software.
+#
+#   Permission is granted to anyone to use this software for any purpose, including commercial 
+#   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+#     1. The origin of this software must not be misrepresented; you must not claim that you 
+#     wrote the original software. If you use this software in a product, an acknowledgment 
+#     in the product documentation would be appreciated but is not required.
+#
+#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+#     as being the original software.
+#
+#     3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+# define raylib platform if not defined (by default, compile for RPI)
+# Other possible platform: PLATFORM_DESKTOP
+PLATFORM ?= PLATFORM_RPI
+
+# define compiler: gcc for C program, define as g++ for C++
+CC = gcc
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+CFLAGS = -O2 -Wall -std=c99
+#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I./screens -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -I./screens -I../../src
+endif
+
+# define library paths containing required libs
+LFLAGS = -L. -L../../src -L/opt/vc/lib
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lm -lbcm_host -lopenal
+else
+    # libraries for Windows desktop compiling
+    # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+    LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+endif
+
+# define all screen object files required
+SCREENS = \
+	screens/screen_logo.o \
+	screens/screen_title.o \
+	screens/screen_options.o \
+	screens/screen_gameplay.o \
+	screens/screen_ending.o \
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is advance_game
+default: advance_game
+
+# compile template - advance_game
+advance_game: advance_game.c $(SCREENS)
+	$(CC) -o $@ $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile screen LOGO
+screens/screen_logo.o: screens/screen_logo.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen TITLE
+screens/screen_title.o: screens/screen_title.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen OPTIONS
+screens/screen_options.o: screens/screen_options.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen GAMEPLAY
+screens/screen_gameplay.o: screens/screen_gameplay.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen ENDING
+screens/screen_ending.o: screens/screen_ending.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	rm -f screens/*.o
+#	find . -executable -delete
+else
+	del screens/*.o *.exe
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

+ 80 - 0
templates/advance_game/screens/screen_ending.c

@@ -0,0 +1,80 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Ending Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Ending screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Ending Screen Initialization logic
+void InitEndingScreen(void)
+{
+    // TODO: Initialize ENDING screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Ending Screen Update logic
+void UpdateEndingScreen(void)
+{
+    // TODO: Update ENDING screen variables here!
+
+    // Press enter to return to TITLE screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        finishScreen = 1;
+    }
+}
+
+// Ending Screen Draw logic
+void DrawEndingScreen(void)
+{
+    // TODO: Draw ENDING screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
+    DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+    DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+}
+
+// Ending Screen Unload logic
+void UnloadEndingScreen(void)
+{
+    // TODO: Unload ENDING screen variables here!
+}
+
+// Ending Screen should finish?
+int FinishEndingScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/advance_game/screens/screen_ending.o


+ 80 - 0
templates/advance_game/screens/screen_gameplay.c

@@ -0,0 +1,80 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitGameplayScreen(void)
+{
+    // TODO: Initialize GAMEPLAY screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Gameplay Screen Update logic
+void UpdateGameplayScreen(void)
+{
+    // TODO: Update GAMEPLAY screen variables here!
+
+    // Press enter to change to ENDING screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        finishScreen = 1;
+    }
+}
+
+// Gameplay Screen Draw logic
+void DrawGameplayScreen(void)
+{
+    // TODO: Draw GAMEPLAY screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
+    DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+    DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+}
+
+// Gameplay Screen Unload logic
+void UnloadGameplayScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+}
+
+// Gameplay Screen should finish?
+int FinishGameplayScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/advance_game/screens/screen_gameplay.o


+ 81 - 0
templates/advance_game/screens/screen_logo.c

@@ -0,0 +1,81 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Logo screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Logo Screen Initialization logic
+void InitLogoScreen(void)
+{
+    // TODO: Initialize LOGO screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Logo Screen Update logic
+void UpdateLogoScreen(void)
+{
+    // TODO: Update LOGO screen variables here!
+
+    framesCounter++;    // Count frames
+
+    // Wait for 2 seconds (120 frames) before jumping to TITLE screen
+    if (framesCounter > 120)
+    {
+        finishScreen = true;
+    }
+}
+
+// Logo Screen Draw logic
+void DrawLogoScreen(void)
+{
+    // TODO: Draw LOGO screen here!
+    DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
+    DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
+}
+
+// Logo Screen Unload logic
+void UnloadLogoScreen(void)
+{
+    // TODO: Unload LOGO screen variables here!
+}
+
+// Logo Screen should finish?
+int FinishLogoScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/advance_game/screens/screen_logo.o


+ 71 - 0
templates/advance_game/screens/screen_options.c

@@ -0,0 +1,71 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Options Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Options screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Options Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Options Screen Initialization logic
+void InitOptionsScreen(void)
+{
+    // TODO: Initialize OPTIONS screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Options Screen Update logic
+void UpdateOptionsScreen(void)
+{
+    // TODO: Update OPTIONS screen variables here!
+}
+
+// Options Screen Draw logic
+void DrawOptionsScreen(void)
+{
+    // TODO: Draw OPTIONS screen here!
+}
+
+// Options Screen Unload logic
+void UnloadOptionsScreen(void)
+{
+    // TODO: Unload OPTIONS screen variables here!
+}
+
+// Options Screen should finish?
+int FinishOptionsScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/advance_game/screens/screen_options.o


+ 81 - 0
templates/advance_game/screens/screen_title.c

@@ -0,0 +1,81 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Title Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Title screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Title Screen Initialization logic
+void InitTitleScreen(void)
+{
+    // TODO: Initialize TITLE screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Title Screen Update logic
+void UpdateTitleScreen(void)
+{
+    // TODO: Update TITLE screen variables here!
+
+    // Press enter to change to GAMEPLAY screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        //finishScreen = 1;   // OPTIONS
+        finishScreen = 2;   // GAMEPLAY
+    }
+}
+
+// Title Screen Draw logic
+void DrawTitleScreen(void)
+{
+    // TODO: Draw TITLE screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
+    DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+    DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+}
+
+// Title Screen Unload logic
+void UnloadTitleScreen(void)
+{
+    // TODO: Unload TITLE screen variables here!
+}
+
+// Title Screen should finish?
+int FinishTitleScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/advance_game/screens/screen_title.o


+ 92 - 0
templates/advance_game/screens/screens.h

@@ -0,0 +1,92 @@
+/**********************************************************************************************
+*
+*   raylib - Advance Game template
+*
+*   Screens Functions Declarations (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef SCREENS_H
+#define SCREENS_H
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GameScreen { LOGO, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+GameScreen currentScreen;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLogoScreen(void);
+void UpdateLogoScreen(void);
+void DrawLogoScreen(void);
+void UnloadLogoScreen(void);
+int FinishLogoScreen(void);
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitTitleScreen(void);
+void UpdateTitleScreen(void);
+void DrawTitleScreen(void);
+void UnloadTitleScreen(void);
+int FinishTitleScreen(void);
+
+//----------------------------------------------------------------------------------
+// Options Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitOptionsScreen(void);
+void UpdateOptionsScreen(void);
+void DrawOptionsScreen(void);
+void UnloadOptionsScreen(void);
+int FinishOptionsScreen(void);
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitGameplayScreen(void);
+void UpdateGameplayScreen(void);
+void DrawGameplayScreen(void);
+void UnloadGameplayScreen(void);
+int FinishGameplayScreen(void);
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitEndingScreen(void);
+void UpdateEndingScreen(void);
+void DrawEndingScreen(void);
+void UnloadEndingScreen(void);
+int FinishEndingScreen(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // SCREENS_H

+ 152 - 0
templates/basic_game/basic_game.c

@@ -0,0 +1,152 @@
+/*******************************************************************************************
+*
+*   raylib - Basic Game template
+*
+*   <Game title>
+*   <Game description>
+*
+*   This game has been created using raylib v1.2 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+	const char windowTitle[30] = "<game name goes here>";
+    
+    GameScreen currentScreen = LOGO;
+    
+    InitWindow(screenWidth, screenHeight, windowTitle);
+    
+    // TODO: Initialize all required variables and load all required data here!
+
+    int framesCounter = 0;          // Used to count frames
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        switch(currentScreen) 
+        {
+            case LOGO: 
+            {
+                // TODO: Update LOGO screen variables here!
+
+                framesCounter++;    // Count frames
+
+                // Wait for 2 seconds (120 frames) before jumping to TITLE screen
+                if (framesCounter > 120)
+                {
+                    currentScreen = TITLE;
+                }
+            } break;
+            case TITLE: 
+            {
+                // TODO: Update TITLE screen variables here!
+
+                // Press enter to change to GAMEPLAY screen
+                if (IsKeyPressed(KEY_ENTER))
+                {
+                    currentScreen = GAMEPLAY;
+                }
+            } break;
+            case GAMEPLAY:
+            { 
+                // TODO: Update GAMEPLAY screen variables here!
+
+                // Press enter to change to ENDING screen
+                if (IsKeyPressed(KEY_ENTER))
+                {
+                    currentScreen = ENDING;
+                } 
+            } break;
+            case ENDING: 
+            {
+                // TODO: Update ENDING screen variables here!
+
+                // Press enter to return to TITLE screen
+                if (IsKeyPressed(KEY_ENTER))
+                {
+                    currentScreen = TITLE;
+                }  
+            } break;
+            default: break;
+        }
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            switch(currentScreen) 
+            {
+                case LOGO: 
+                {
+                    // TODO: Draw LOGO screen here!
+                    DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
+                    DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
+                    
+                } break;
+                case TITLE: 
+                {
+                    // TODO: Draw TITLE screen here!
+                    DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
+                    DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+                    DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+                    
+                } break;
+                case GAMEPLAY:
+                { 
+                    // TODO: Draw GAMEPLAY screen here!
+                    DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
+                    DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+                    DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+
+                } break;
+                case ENDING: 
+                {
+                    // TODO: Draw ENDING screen here!
+                    DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
+                    DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+                    DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+                    
+                } break;
+                default: break;
+            }
+        
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // TODO: Unload all loaded data (textures, fonts, audio) here!
+    
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}

+ 90 - 0
templates/basic_game/makefile

@@ -0,0 +1,90 @@
+#**************************************************************************************************
+#
+#   raylib - Basic Game
+#
+#   makefile to compile basic game
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   This software is provided "as-is", without any express or implied warranty. In no event 
+#   will the authors be held liable for any damages arising from the use of this software.
+#
+#   Permission is granted to anyone to use this software for any purpose, including commercial 
+#   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+#     1. The origin of this software must not be misrepresented; you must not claim that you 
+#     wrote the original software. If you use this software in a product, an acknowledgment 
+#     in the product documentation would be appreciated but is not required.
+#
+#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+#     as being the original software.
+#
+#     3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+# define raylib platform (by default, compile for RPI)
+# Other possible platform: PLATFORM_DESKTOP
+PLATFORM ?= PLATFORM_RPI
+
+# define compiler: gcc for C program, define as g++ for C++
+CC = gcc
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+CFLAGS = -O2 -Wall -std=c99
+#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -I../../src
+endif
+
+# define library paths containing required libs
+LFLAGS = -L. -L../../src -L/opt/vc/lib
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lm -lbcm_host -lopenal
+else
+    # libraries for Windows desktop compiling
+    # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+    LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+endif
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is basic_game
+default: basic_game
+
+# compile template - basic_game
+basic_game: basic_game.c
+	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	rm -f *.o
+#	find . -executable -delete
+else
+	del *.o *.exe
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

+ 59 - 0
templates/basic_test/basic_test.c

@@ -0,0 +1,59 @@
+/*******************************************************************************************
+*
+*   raylib - Template for basic test
+*
+*   <Test description>
+*
+*   This example has been created using raylib v1.2 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+    
+    InitWindow(screenWidth, screenHeight, "raylib basic test - <test description>");
+    
+    // TODO: Initialize all required variables and load all required data here!
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // TODO: Update your variables here
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            DrawText("BASIC TEST TEMPLATE", 270, 180, 20, LIGHTGRAY);
+        
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // TODO: Unload all loaded data (textures, fonts, audio) here!
+    
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}

+ 90 - 0
templates/basic_test/makefile

@@ -0,0 +1,90 @@
+#**************************************************************************************************
+#
+#   raylib - Basic Test
+#
+#   makefile to compile basic test
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   This software is provided "as-is", without any express or implied warranty. In no event 
+#   will the authors be held liable for any damages arising from the use of this software.
+#
+#   Permission is granted to anyone to use this software for any purpose, including commercial 
+#   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+#     1. The origin of this software must not be misrepresented; you must not claim that you 
+#     wrote the original software. If you use this software in a product, an acknowledgment 
+#     in the product documentation would be appreciated but is not required.
+#
+#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+#     as being the original software.
+#
+#     3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+# define raylib platform if not defined (by default, compile for RPI)
+# Other possible platform: PLATFORM_DESKTOP
+PLATFORM ?= PLATFORM_RPI
+
+# define compiler: gcc for C program, define as g++ for C++
+CC = gcc
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+CFLAGS = -O2 -Wall -std=c99
+#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -I../../src
+endif
+
+# define library paths containing required libs
+LFLAGS = -L. -L../../src -L/opt/vc/lib
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lm -lbcm_host -lopenal
+else
+    # libraries for Windows desktop compiling
+    # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+    LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+endif
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is basic_test
+default: basic_test
+
+# compile template - basic_test
+basic_test: basic_test.c
+	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	rm -f *.o
+#	find . -executable -delete
+else
+	del *.o *.exe
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

+ 98 - 0
templates/simple_game/makefile

@@ -0,0 +1,98 @@
+#**************************************************************************************************
+#
+#   raylib - Simple Game
+#
+#   makefile to compile simple game
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   This software is provided "as-is", without any express or implied warranty. In no event 
+#   will the authors be held liable for any damages arising from the use of this software.
+#
+#   Permission is granted to anyone to use this software for any purpose, including commercial 
+#   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+#     1. The origin of this software must not be misrepresented; you must not claim that you 
+#     wrote the original software. If you use this software in a product, an acknowledgment 
+#     in the product documentation would be appreciated but is not required.
+#
+#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+#     as being the original software.
+#
+#     3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+# define raylib platform (by default, compile for RPI)
+# Other possible platform: PLATFORM_DESKTOP
+PLATFORM ?= PLATFORM_RPI
+
+# define compiler: gcc for C program, define as g++ for C++
+CC = gcc
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
+else
+    CFLAGS = -O2 -Wall -std=c99
+endif
+#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -I../../src
+endif
+
+# define library paths containing required libs
+LFLAGS = -L. -L../../src -L/opt/vc/lib
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lm -lbcm_host -lopenal
+else
+    # libraries for Windows desktop compiling
+    # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+    LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+endif
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is simple_game
+default: simple_game
+
+# compile template - simple_game
+simple_game: simple_game.c screens.o
+	$(CC) -o $@ $< screens.o $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile screens
+screens.o: screens.c
+	$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	rm -f *.o
+#	find . -executable -delete
+else
+	del *.o *.exe
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

+ 195 - 0
templates/simple_game/screens.c

@@ -0,0 +1,195 @@
+/**********************************************************************************************
+*
+*   raylib - Simple Game template
+*
+*   Screens Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (visible to other modules)
+//----------------------------------------------------------------------------------
+GameScreen currentScreen = LOGO;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Logo screen global variables
+static int framesCounter;
+
+// Title screen global variables
+
+// Gameplay screen global variables
+
+// Ending screen global variables
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Logo Screen Initialization logic
+void InitLogoScreen(void)
+{
+    // TODO: Initialize LOGO screen variables here!
+    framesCounter = 0;
+}
+
+// Logo Screen Update logic
+void UpdateLogoScreen(void)
+{
+    // TODO: Update LOGO screen variables here!
+
+    framesCounter++;    // Count frames
+
+    // Wait for 2 seconds (120 frames) before jumping to TITLE screen
+    if (framesCounter > 120)
+    {
+        currentScreen = TITLE;
+    }
+}
+
+// Logo Screen Draw logic
+void DrawLogoScreen(void)
+{
+    // TODO: Draw LOGO screen here!
+    DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
+    DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
+}
+
+// Logo Screen Unload logic
+void UnloadLogoScreen(void)
+{
+    // TODO: Unload LOGO screen variables here!
+}
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Title Screen Initialization logic
+void InitTitleScreen(void)
+{
+    // TODO: Initialize TITLE screen variables here!
+}
+
+// Title Screen Update logic
+void UpdateTitleScreen(void)
+{
+    // TODO: Update TITLE screen variables here!
+
+    // Press enter to change to GAMEPLAY screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        currentScreen = GAMEPLAY;
+    }
+}
+
+// Title Screen Draw logic
+void DrawTitleScreen(void)
+{
+    // TODO: Draw TITLE screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
+    DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+    DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+}
+
+// Title Screen Unload logic
+void UnloadTitleScreen(void)
+{
+    // TODO: Unload TITLE screen variables here!
+}
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitGameplayScreen(void)
+{
+    // TODO: Initialize GAMEPLAY screen variables here!
+}
+
+// Gameplay Screen Update logic
+void UpdateGameplayScreen(void)
+{
+    // TODO: Update GAMEPLAY screen variables here!
+
+    // Press enter to change to ENDING screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        currentScreen = ENDING;
+    }
+}
+
+// Gameplay Screen Draw logic
+void DrawGameplayScreen(void)
+{
+    // TODO: Draw GAMEPLAY screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
+    DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+    DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+}
+
+// Gameplay Screen Unload logic
+void UnloadGameplayScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+}
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Ending Screen Initialization logic
+void InitEndingScreen(void)
+{
+    // TODO: Initialize ENDING screen variables here!
+}
+
+// Ending Screen Update logic
+void UpdateEndingScreen(void)
+{
+    // TODO: Update ENDING screen variables here!
+
+    // Press enter to return to TITLE screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        currentScreen = TITLE;
+    }
+}
+
+// Ending Screen Draw logic
+void DrawEndingScreen(void)
+{
+    // TODO: Draw ENDING screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
+    DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+    DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+}
+
+// Ending Screen Unload logic
+void UnloadEndingScreen(void)
+{
+    // TODO: Unload ENDING screen variables here!
+}

+ 74 - 0
templates/simple_game/screens.h

@@ -0,0 +1,74 @@
+/**********************************************************************************************
+*
+*   raylib - Simple Game template
+*
+*   Screens Functions Declarations (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef SCREENS_H
+#define SCREENS_H
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLogoScreen(void);
+void UpdateLogoScreen(void);
+void DrawLogoScreen(void);
+void UnloadLogoScreen(void);
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitTitleScreen(void);
+void UpdateTitleScreen(void);
+void DrawTitleScreen(void);
+void UnloadTitleScreen(void);
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitGameplayScreen(void);
+void UpdateGameplayScreen(void);
+void DrawGameplayScreen(void);
+void UnloadGameplayScreen(void);
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitEndingScreen(void);
+void UpdateEndingScreen(void);
+void DrawEndingScreen(void);
+void UnloadEndingScreen(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // SCREENS_H

BIN
templates/simple_game/screens.o


+ 98 - 0
templates/simple_game/simple_game.c

@@ -0,0 +1,98 @@
+/*******************************************************************************************
+*
+*   raylib - Simple Game template
+*
+*   <Game title>
+*   <Game description>
+*
+*   This game has been created using raylib (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   raylib - Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Defined in other modules
+//----------------------------------------------------------------------------------
+extern GameScreen currentScreen;    // Defined in screens.c
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main(void)
+{
+	// Initialization
+	//---------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+	const char windowTitle[30] = "<game name goes here>";
+
+    InitWindow(screenWidth, screenHeight, windowTitle);
+
+    // Initialize all screens
+    InitLogoScreen();
+    InitTitleScreen();
+    InitGameplayScreen();
+    InitEndingScreen();
+
+    // Define first screen
+    currentScreen = LOGO;
+    
+	SetTargetFPS(60);
+	//----------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        switch(currentScreen) 
+        {
+            case LOGO:      UpdateLogoScreen(); break;      // Update LOGO currentScreen
+            case TITLE:     UpdateTitleScreen(); break;     // Update TITLE currentScreen
+            case GAMEPLAY:  UpdateGameplayScreen(); break;  // Update GAMEPLAY currentScreen
+            case ENDING:    UpdateEndingScreen(); break;       // Update END currentScreen
+            default: break;
+        }
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            switch(currentScreen) 
+            {
+                case LOGO:      DrawLogoScreen(); break;        // Draw LOGO currentScreen
+                case TITLE:     DrawTitleScreen(); break;       // Draw TITLE currentScreen
+                case GAMEPLAY:  DrawGameplayScreen(); break;    // Draw GAMEPLAY currentScreen
+                case ENDING:    DrawEndingScreen(); break;         // Draw END currentScreen
+                default: break;
+            }
+        
+            DrawFPS(screenWidth - 100, 20);
+        
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // Unload all loaded data (textures, fonts, audio)
+    UnloadLogoScreen();
+    UnloadTitleScreen();
+    UnloadGameplayScreen();
+    UnloadEndingScreen();
+    
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+	
+    return 0;
+}

+ 118 - 0
templates/standard_game/makefile

@@ -0,0 +1,118 @@
+#**************************************************************************************************
+#
+#   raylib - Standard Game
+#
+#   makefile to compile standard game
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   This software is provided "as-is", without any express or implied warranty. In no event 
+#   will the authors be held liable for any damages arising from the use of this software.
+#
+#   Permission is granted to anyone to use this software for any purpose, including commercial 
+#   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+#     1. The origin of this software must not be misrepresented; you must not claim that you 
+#     wrote the original software. If you use this software in a product, an acknowledgment 
+#     in the product documentation would be appreciated but is not required.
+#
+#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+#     as being the original software.
+#
+#     3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+# define raylib platform if not defined (by default, compile for RPI)
+# Other possible platform: PLATFORM_DESKTOP
+PLATFORM ?= PLATFORM_RPI
+
+# define compiler: gcc for C program, define as g++ for C++
+CC = gcc
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+CFLAGS = -O2 -Wall -std=c99
+#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I./screens -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -I./screens -I../../src
+endif
+
+# define library paths containing required libs
+LFLAGS = -L. -L../../src -L/opt/vc/lib
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lm -lbcm_host -lopenal
+else
+    # libraries for Windows desktop compiling
+    # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+    LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+endif
+
+# define all screen object files required
+SCREENS = \
+	screens/screen_logo.o \
+	screens/screen_title.o \
+	screens/screen_options.o \
+	screens/screen_gameplay.o \
+	screens/screen_ending.o \
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is standard_game
+default: standard_game
+
+# compile template - standard_game
+standard_game: standard_game.c $(SCREENS)
+	$(CC) -o $@ $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile screen LOGO
+screens/screen_logo.o: screens/screen_logo.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen TITLE
+screens/screen_title.o: screens/screen_title.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen OPTIONS
+screens/screen_options.o: screens/screen_options.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen GAMEPLAY
+screens/screen_gameplay.o: screens/screen_gameplay.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# compile screen ENDING
+screens/screen_ending.o: screens/screen_ending.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	rm -f screens/*.o
+#	find . -executable -delete
+else
+	del screens/*.o *.exe
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

+ 80 - 0
templates/standard_game/screens/screen_ending.c

@@ -0,0 +1,80 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Ending Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Ending screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Ending Screen Initialization logic
+void InitEndingScreen(void)
+{
+    // TODO: Initialize ENDING screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Ending Screen Update logic
+void UpdateEndingScreen(void)
+{
+    // TODO: Update ENDING screen variables here!
+
+    // Press enter to return to TITLE screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        finishScreen = 1;
+    }
+}
+
+// Ending Screen Draw logic
+void DrawEndingScreen(void)
+{
+    // TODO: Draw ENDING screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
+    DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+    DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+}
+
+// Ending Screen Unload logic
+void UnloadEndingScreen(void)
+{
+    // TODO: Unload ENDING screen variables here!
+}
+
+// Ending Screen should finish?
+int FinishEndingScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/standard_game/screens/screen_ending.o


+ 80 - 0
templates/standard_game/screens/screen_gameplay.c

@@ -0,0 +1,80 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Gameplay screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Gameplay Screen Initialization logic
+void InitGameplayScreen(void)
+{
+    // TODO: Initialize GAMEPLAY screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Gameplay Screen Update logic
+void UpdateGameplayScreen(void)
+{
+    // TODO: Update GAMEPLAY screen variables here!
+
+    // Press enter to change to ENDING screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        finishScreen = 1;
+    }
+}
+
+// Gameplay Screen Draw logic
+void DrawGameplayScreen(void)
+{
+    // TODO: Draw GAMEPLAY screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
+    DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+    DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+}
+
+// Gameplay Screen Unload logic
+void UnloadGameplayScreen(void)
+{
+    // TODO: Unload GAMEPLAY screen variables here!
+}
+
+// Gameplay Screen should finish?
+int FinishGameplayScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/standard_game/screens/screen_gameplay.o


+ 81 - 0
templates/standard_game/screens/screen_logo.c

@@ -0,0 +1,81 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Logo screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Logo Screen Initialization logic
+void InitLogoScreen(void)
+{
+    // TODO: Initialize LOGO screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Logo Screen Update logic
+void UpdateLogoScreen(void)
+{
+    // TODO: Update LOGO screen variables here!
+
+    framesCounter++;    // Count frames
+
+    // Wait for 2 seconds (120 frames) before jumping to TITLE screen
+    if (framesCounter > 120)
+    {
+        finishScreen = true;
+    }
+}
+
+// Logo Screen Draw logic
+void DrawLogoScreen(void)
+{
+    // TODO: Draw LOGO screen here!
+    DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
+    DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
+}
+
+// Logo Screen Unload logic
+void UnloadLogoScreen(void)
+{
+    // TODO: Unload LOGO screen variables here!
+}
+
+// Logo Screen should finish?
+int FinishLogoScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/standard_game/screens/screen_logo.o


+ 71 - 0
templates/standard_game/screens/screen_options.c

@@ -0,0 +1,71 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Options Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Options screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Options Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Options Screen Initialization logic
+void InitOptionsScreen(void)
+{
+    // TODO: Initialize OPTIONS screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Options Screen Update logic
+void UpdateOptionsScreen(void)
+{
+    // TODO: Update OPTIONS screen variables here!
+}
+
+// Options Screen Draw logic
+void DrawOptionsScreen(void)
+{
+    // TODO: Draw OPTIONS screen here!
+}
+
+// Options Screen Unload logic
+void UnloadOptionsScreen(void)
+{
+    // TODO: Unload OPTIONS screen variables here!
+}
+
+// Options Screen should finish?
+int FinishOptionsScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/standard_game/screens/screen_options.o


+ 81 - 0
templates/standard_game/screens/screen_title.c

@@ -0,0 +1,81 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Title Screen Functions Definitions (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h"
+#include "screens.h"
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition (local to this module)
+//----------------------------------------------------------------------------------
+
+// Title screen global variables
+static int framesCounter;
+static int finishScreen;
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Definition
+//----------------------------------------------------------------------------------
+
+// Title Screen Initialization logic
+void InitTitleScreen(void)
+{
+    // TODO: Initialize TITLE screen variables here!
+    framesCounter = 0;
+    finishScreen = 0;
+}
+
+// Title Screen Update logic
+void UpdateTitleScreen(void)
+{
+    // TODO: Update TITLE screen variables here!
+
+    // Press enter to change to GAMEPLAY screen
+    if (IsKeyPressed(KEY_ENTER))
+    {
+        //finishScreen = 1;   // OPTIONS
+        finishScreen = 2;   // GAMEPLAY
+    }
+}
+
+// Title Screen Draw logic
+void DrawTitleScreen(void)
+{
+    // TODO: Draw TITLE screen here!
+    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
+    DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+    DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+}
+
+// Title Screen Unload logic
+void UnloadTitleScreen(void)
+{
+    // TODO: Unload TITLE screen variables here!
+}
+
+// Title Screen should finish?
+int FinishTitleScreen(void)
+{
+    return finishScreen;
+}

BIN
templates/standard_game/screens/screen_title.o


+ 92 - 0
templates/standard_game/screens/screens.h

@@ -0,0 +1,92 @@
+/**********************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   Screens Functions Declarations (Init, Update, Draw, Unload)
+*
+*   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef SCREENS_H
+#define SCREENS_H
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GameScreen { LOGO, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+GameScreen currentScreen;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Logo Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitLogoScreen(void);
+void UpdateLogoScreen(void);
+void DrawLogoScreen(void);
+void UnloadLogoScreen(void);
+int FinishLogoScreen(void);
+
+//----------------------------------------------------------------------------------
+// Title Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitTitleScreen(void);
+void UpdateTitleScreen(void);
+void DrawTitleScreen(void);
+void UnloadTitleScreen(void);
+int FinishTitleScreen(void);
+
+//----------------------------------------------------------------------------------
+// Options Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitOptionsScreen(void);
+void UpdateOptionsScreen(void);
+void DrawOptionsScreen(void);
+void UnloadOptionsScreen(void);
+int FinishOptionsScreen(void);
+
+//----------------------------------------------------------------------------------
+// Gameplay Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitGameplayScreen(void);
+void UpdateGameplayScreen(void);
+void DrawGameplayScreen(void);
+void UnloadGameplayScreen(void);
+int FinishGameplayScreen(void);
+
+//----------------------------------------------------------------------------------
+// Ending Screen Functions Declaration
+//----------------------------------------------------------------------------------
+void InitEndingScreen(void);
+void UpdateEndingScreen(void);
+void DrawEndingScreen(void);
+void UnloadEndingScreen(void);
+int FinishEndingScreen(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // SCREENS_H

+ 144 - 0
templates/standard_game/standard_game.c

@@ -0,0 +1,144 @@
+/*******************************************************************************************
+*
+*   raylib - Standard Game template
+*
+*   <Game title>
+*   <Game description>
+*
+*   This game has been created using raylib (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   raylib - Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "screens/screens.h"    // NOTE: Defines currentScreen
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main(void)
+{
+	// Initialization
+	//---------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+	const char windowTitle[30] = "<game name goes here>";
+    
+    InitWindow(screenWidth, screenHeight, windowTitle);
+
+    // TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
+    
+    // Define and init first screen
+    currentScreen = LOGO;   // NOTE: currentScreen is defined in screens.h as a global variable
+    InitLogoScreen();
+    
+	SetTargetFPS(60);
+	//----------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        switch(currentScreen) 
+        {
+            case LOGO: 
+            {
+                UpdateLogoScreen();
+                
+                if (FinishLogoScreen())
+                {
+                    UnloadLogoScreen();
+                    currentScreen = TITLE;
+                    InitTitleScreen();
+                }
+            } break;
+            case TITLE: 
+            {
+                UpdateTitleScreen();
+                
+                // NOTE: FinishTitleScreen() return an int defining the screen to jump to
+                if (FinishTitleScreen() == 1)
+                {
+                    UnloadTitleScreen();
+                    currentScreen = OPTIONS;
+                    InitOptionsScreen();
+                }
+                else if (FinishTitleScreen() == 2)
+                {
+                    UnloadTitleScreen();
+                    currentScreen = GAMEPLAY;
+                    InitGameplayScreen();
+                }
+            } break;
+            case OPTIONS:
+            {
+                UpdateOptionsScreen();
+                
+                if (FinishOptionsScreen())
+                {
+                    UnloadOptionsScreen();
+                    currentScreen = TITLE;
+                    InitTitleScreen();
+                } 
+            } break;
+            case GAMEPLAY:
+            { 
+                UpdateGameplayScreen();
+                
+                if (FinishGameplayScreen())
+                {
+                    UnloadGameplayScreen();
+                    currentScreen = ENDING;
+                    InitEndingScreen();
+                }   
+            } break;
+            case ENDING: 
+            {
+                UpdateEndingScreen();
+                
+                if (FinishEndingScreen())
+                {
+                    UnloadEndingScreen();
+                    currentScreen = TITLE;
+                    InitTitleScreen();
+                } 
+            } break;
+            default: break;
+        }
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            switch(currentScreen) 
+            {
+                case LOGO: DrawLogoScreen(); break;
+                case TITLE: DrawTitleScreen(); break;
+                case OPTIONS: DrawOptionsScreen(); break;
+                case GAMEPLAY: DrawGameplayScreen(); break;
+                case ENDING: DrawEndingScreen(); break;
+                default: break;
+            }
+        
+            //DrawFPS(10, 10);
+        
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // TODO: Unload all global loaded data (i.e. fonts) here!
+    
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+	
+    return 0;
+}