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