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Review game templates

Ray 5 years ago
parent
commit
4b4f052fea

+ 8 - 5
templates/advance_game/Makefile

@@ -25,8 +25,8 @@
 
 
 # Define required raylib variables
 # Define required raylib variables
 PROJECT_NAME       ?= advance_game
 PROJECT_NAME       ?= advance_game
-RAYLIB_VERSION     ?= 2.5.0
-RAYLIB_API_VERSION ?= 2
+RAYLIB_VERSION     ?= 3.0.0
+RAYLIB_API_VERSION ?= 3
 RAYLIB_PATH        ?= ../..
 RAYLIB_PATH        ?= ../..
 
 
 # Define default options
 # Define default options
@@ -164,7 +164,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
 endif
 endif
 ifeq ($(PLATFORM),PLATFORM_WEB)
 ifeq ($(PLATFORM),PLATFORM_WEB)
     # HTML5 emscripten compiler
     # HTML5 emscripten compiler
-    # WARNING: To compile to HTML5, code must be redesigned 
+    # WARNING: To compile to HTML5, code must be redesigned
     # to use emscripten.h and emscripten_set_main_loop()
     # to use emscripten.h and emscripten_set_main_loop()
     CC = emcc
     CC = emcc
 endif
 endif
@@ -208,7 +208,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
     ifeq ($(PLATFORM_OS),WINDOWS)
     ifeq ($(PLATFORM_OS),WINDOWS)
         # resource file contains windows executable icon and properties
         # resource file contains windows executable icon and properties
         # -Wl,--subsystem,windows hides the console window
         # -Wl,--subsystem,windows hides the console window
-        CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
+        CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data 
+        ifeq ($(BUILD_MODE), RELEASE)
+            CFLAGS += -Wl,--subsystem,windows
+        endif
     endif
     endif
     ifeq ($(PLATFORM_OS),LINUX)
     ifeq ($(PLATFORM_OS),LINUX)
         ifeq ($(RAYLIB_LIBTYPE),STATIC)
         ifeq ($(RAYLIB_LIBTYPE),STATIC)
@@ -238,7 +241,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
     # --profiling                # include information for code profiling
     # --profiling                # include information for code profiling
     # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
     # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
     # --preload-file resources   # specify a resources folder for data compilation
     # --preload-file resources   # specify a resources folder for data compilation
-    CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
+    CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 --preload-file resources
 
 
     # Define a custom shell .html and output extension
     # Define a custom shell .html and output extension
     CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
     CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html

+ 6 - 1
templates/advance_game/advance_game.c

@@ -19,6 +19,11 @@
     #include <emscripten/emscripten.h>
     #include <emscripten/emscripten.h>
 #endif
 #endif
 
 
+GameScreen currentScreen = 0;
+Font font = { 0 };
+Music music = { 0 };
+Sound fxCoin = { 0 };
+
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 // Global Variables Definition (local to this module)
 // Global Variables Definition (local to this module)
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
@@ -153,7 +158,7 @@ static void UpdateTransition(void)
 {
 {
     if (!transFadeOut)
     if (!transFadeOut)
     {
     {
-        transAlpha += 0.02f;
+        transAlpha += 0.05f;
         
         
         // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
         // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
         // For that reason we compare against 1.01f, to avoid last frame loading stop
         // For that reason we compare against 1.01f, to avoid last frame loading stop

BIN
templates/advance_game/resources/raylib_logo.png


+ 139 - 19
templates/advance_game/screens/screen_logo.c

@@ -31,10 +31,23 @@
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 
 
 // Logo screen global variables
 // Logo screen global variables
-static int framesCounter;
-static int finishScreen;
+static int framesCounter = 0;
+static int finishScreen = 0;
 
 
-static Texture2D logo;
+static int logoPositionX = 0;
+static int logoPositionY = 0;
+
+static int lettersCount = 0;
+
+static int topSideRecWidth = 0;
+static int leftSideRecHeight = 0;
+
+static int bottomSideRecWidth = 0;
+static int rightSideRecHeight = 0;
+
+static char raylib[8] = { 0 };     // raylib text array, max 8 letters
+static int state = 0;              // Tracking animation states (State Machine)
+static float alpha = 1.0f;         // Useful for fading
 
 
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 // Logo Screen Functions Definition
 // Logo Screen Functions Definition
@@ -43,43 +56,150 @@ static Texture2D logo;
 // Logo Screen Initialization logic
 // Logo Screen Initialization logic
 void InitLogoScreen(void)
 void InitLogoScreen(void)
 {
 {
-    // TODO: Initialize LOGO screen variables here!
-    framesCounter = 0;
+    // Initialize LOGO screen variables here!
     finishScreen = 0;
     finishScreen = 0;
+    framesCounter = 0;
+    lettersCount = 0;
     
     
-    logo = LoadTexture("resources/raylib_logo.png");
+    logoPositionX = GetScreenWidth()/2 - 128;
+    logoPositionY = GetScreenHeight()/2 - 128;
+    
+    topSideRecWidth = LOGO_RECS_SIDE;
+    leftSideRecHeight = LOGO_RECS_SIDE;
+    bottomSideRecWidth = LOGO_RECS_SIDE;
+    rightSideRecHeight = LOGO_RECS_SIDE;
+    
+    for (int i = 0; i < 8; i++) raylib[i] = '\0';
+    
+    state = 0;
+    alpha = 1.0f;
 }
 }
 
 
 // Logo Screen Update logic
 // Logo Screen Update logic
 void UpdateLogoScreen(void)
 void UpdateLogoScreen(void)
 {
 {
-    // TODO: Update LOGO screen variables here!
+    // Update LOGO screen variables here!
+    if (state == 0)                 // State 0: Small box blinking
+    {
+        framesCounter++;
 
 
-    framesCounter++;    // Count frames
+        if (framesCounter == 80)
+        {
+            state = 1;
+            framesCounter = 0;      // Reset counter... will be used later...
+        }
+    }
+    else if (state == 1)            // State 1: Top and left bars growing
+    {
+        topSideRecWidth += 8;
+        leftSideRecHeight += 8;
 
 
-    // Wait for 2 seconds (120 frames) before jumping to TITLE screen
-    if (framesCounter > 120)
+        if (topSideRecWidth == 256) state = 2;
+    }
+    else if (state == 2)            // State 2: Bottom and right bars growing
+    {
+        bottomSideRecWidth += 8;
+        rightSideRecHeight += 8;
+
+        if (bottomSideRecWidth == 256) state = 3;
+    }
+    else if (state == 3)            // State 3: Letters appearing (one by one)
     {
     {
-        finishScreen = true;
+        framesCounter++;
+
+        if (framesCounter/10)       // Every 12 frames, one more letter!
+        {
+            lettersCount++;
+            framesCounter = 0;
+        }
+
+        switch (lettersCount)
+        {
+            case 1: raylib[0] = 'r'; break;
+            case 2: raylib[1] = 'a'; break;
+            case 3: raylib[2] = 'y'; break;
+            case 4: raylib[3] = 'l'; break;
+            case 5: raylib[4] = 'i'; break;
+            case 6: raylib[5] = 'b'; break;
+            default: break;
+        }
+
+        // When all letters have appeared...
+        if (lettersCount >= 10)
+        {
+            state = 4;
+            framesCounter = 0;
+        }
+    }
+    else if (state == 4)
+    {
+        framesCounter++;
+        
+        if (framesCounter > 100)
+        {
+            alpha -= 0.02f;
+
+            if (alpha <= 0.0f)
+            {
+                alpha = 0.0f;
+                finishScreen = 1;
+            }
+        }
     }
     }
 }
 }
 
 
 // Logo Screen Draw logic
 // Logo Screen Draw logic
 void DrawLogoScreen(void)
 void DrawLogoScreen(void)
 {
 {
-    // TODO: Draw LOGO screen here!
-    DrawTextEx(font, "LOGO SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, GRAY);
-    DrawText("WAIT for 2 SECONDS...", 290, 400, 20, GRAY);
-    
-    DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 100, WHITE);
+    if (state == 0)
+    {
+        if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
+    }
+    else if (state == 1)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
+    }
+    else if (state == 2)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
+
+        DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
+        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
+    }
+    else if (state == 3)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
+
+        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
+
+        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
+
+        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
+    }
+    else if (state == 4)
+    {
+        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
+
+        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
+        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
+
+        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
+
+        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
+        
+        if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
+    }
 }
 }
 
 
 // Logo Screen Unload logic
 // Logo Screen Unload logic
 void UnloadLogoScreen(void)
 void UnloadLogoScreen(void)
 {
 {
-    // TODO: Unload LOGO screen variables here!
-    
-    UnloadTexture(logo);
+    // Unload LOGO screen variables here!
 }
 }
 
 
 // Logo Screen should finish?
 // Logo Screen should finish?

+ 4 - 4
templates/advance_game/screens/screens.h

@@ -34,10 +34,10 @@ typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScree
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 // Global Variables Definition
 // Global Variables Definition
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
-GameScreen currentScreen;
-Font font;
-Music music;
-Sound fxCoin;
+extern GameScreen currentScreen;
+extern Font font;
+extern Music music;
+extern Sound fxCoin;
 
 
 #ifdef __cplusplus
 #ifdef __cplusplus
 extern "C" {            // Prevents name mangling of functions
 extern "C" {            // Prevents name mangling of functions

+ 8 - 3
templates/simple_game/Makefile

@@ -25,8 +25,8 @@
 
 
 # Define required raylib variables
 # Define required raylib variables
 PROJECT_NAME       ?= simple_game
 PROJECT_NAME       ?= simple_game
-RAYLIB_VERSION     ?= 2.5.0
-RAYLIB_API_VERSION ?= 2
+RAYLIB_VERSION     ?= 3.0.0
+RAYLIB_API_VERSION ?= 3
 RAYLIB_PATH        ?= ../..
 RAYLIB_PATH        ?= ../..
 
 
 # Define default options
 # Define default options
@@ -164,7 +164,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
 endif
 endif
 ifeq ($(PLATFORM),PLATFORM_WEB)
 ifeq ($(PLATFORM),PLATFORM_WEB)
     # HTML5 emscripten compiler
     # HTML5 emscripten compiler
-    # WARNING: To compile to HTML5, code must be redesigned 
+    # WARNING: To compile to HTML5, code must be redesigned
     # to use emscripten.h and emscripten_set_main_loop()
     # to use emscripten.h and emscripten_set_main_loop()
     CC = emcc
     CC = emcc
 endif
 endif
@@ -240,6 +240,11 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
     # --preload-file resources   # specify a resources folder for data compilation
     # --preload-file resources   # specify a resources folder for data compilation
     CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
     CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
 
 
+    # NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
+    # we can compile same code for ALL platforms with no change required, but, working on bigger
+    # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
+    # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
+
     # Define a custom shell .html and output extension
     # Define a custom shell .html and output extension
     CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
     CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
     EXT = .html
     EXT = .html

+ 8 - 3
templates/standard_game/Makefile

@@ -25,8 +25,8 @@
 
 
 # Define required raylib variables
 # Define required raylib variables
 PROJECT_NAME       ?= standard_game
 PROJECT_NAME       ?= standard_game
-RAYLIB_VERSION     ?= 2.5.0
-RAYLIB_API_VERSION ?= 2
+RAYLIB_VERSION     ?= 3.0.0
+RAYLIB_API_VERSION ?= 3
 RAYLIB_PATH        ?= ../..
 RAYLIB_PATH        ?= ../..
 
 
 # Define default options
 # Define default options
@@ -164,7 +164,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
 endif
 endif
 ifeq ($(PLATFORM),PLATFORM_WEB)
 ifeq ($(PLATFORM),PLATFORM_WEB)
     # HTML5 emscripten compiler
     # HTML5 emscripten compiler
-    # WARNING: To compile to HTML5, code must be redesigned 
+    # WARNING: To compile to HTML5, code must be redesigned
     # to use emscripten.h and emscripten_set_main_loop()
     # to use emscripten.h and emscripten_set_main_loop()
     CC = emcc
     CC = emcc
 endif
 endif
@@ -240,6 +240,11 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
     # --preload-file resources   # specify a resources folder for data compilation
     # --preload-file resources   # specify a resources folder for data compilation
     CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
     CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
 
 
+    # NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
+    # we can compile same code for ALL platforms with no change required, but, working on bigger
+    # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
+    # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
+
     # Define a custom shell .html and output extension
     # Define a custom shell .html and output extension
     CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
     CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
     EXT = .html
     EXT = .html