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