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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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152
templates/basic_game/basic_game.c
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152
templates/basic_game/basic_game.c
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/*******************************************************************************************
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*
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* raylib - Basic 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 v1.2 (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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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
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//----------------------------------------------------------------------------------
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// Main entry point
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//----------------------------------------------------------------------------------
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int main()
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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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GameScreen currentScreen = LOGO;
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InitWindow(screenWidth, screenHeight, windowTitle);
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// TODO: Initialize all required variables and load all required data here!
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int framesCounter = 0; // Used to count frames
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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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switch(currentScreen)
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{
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case LOGO:
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{
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// TODO: Update LOGO screen variables here!
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framesCounter++; // Count frames
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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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} break;
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case TITLE:
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{
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// TODO: Update TITLE screen variables here!
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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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} break;
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case GAMEPLAY:
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{
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// TODO: Update GAMEPLAY screen variables here!
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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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} break;
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case ENDING:
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{
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// TODO: Update ENDING screen variables here!
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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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} break;
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default: break;
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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:
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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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} break;
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case TITLE:
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{
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// TODO: Draw TITLE screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, 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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} break;
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case GAMEPLAY:
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{
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// TODO: Draw GAMEPLAY screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, 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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} break;
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case ENDING:
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{
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// TODO: Draw ENDING screen here!
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DrawRectangle(0, 0, screenWidth, screenHeight, 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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} break;
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default: break;
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}
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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 loaded data (textures, fonts, audio) 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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