Multiple templates to start a game

Some basic to advance templates are provided to be use as base code for
new games
This commit is contained in:
raysan5
2014-09-18 19:00:30 +02:00
parent 815f90974c
commit 1ef1f3d7ea
35 changed files with 2432 additions and 0 deletions

View File

@ -0,0 +1,118 @@
#**************************************************************************************************
#
# raylib - Standard Game
#
# makefile to compile standard game
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
#
# 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)

View File

@ -0,0 +1,80 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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;
}

Binary file not shown.

View File

@ -0,0 +1,80 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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;
}

Binary file not shown.

View File

@ -0,0 +1,81 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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;
}

Binary file not shown.

View File

@ -0,0 +1,71 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Options Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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;
}

Binary file not shown.

View File

@ -0,0 +1,81 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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;
}

Binary file not shown.

View File

@ -0,0 +1,92 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* 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

View File

@ -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 - raysan@raysanweb.com)
*
********************************************************************************************/
#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;
}