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

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/**********************************************************************************************
*
* 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;
}

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/**********************************************************************************************
*
* 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;
}

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/**********************************************************************************************
*
* 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;
}

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/**********************************************************************************************
*
* 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;
}

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/**********************************************************************************************
*
* 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;
}

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/**********************************************************************************************
*
* 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