Develop branch integration (#1091)
* [core] REDESIGNED: Implement global context * [rlgl] REDESIGNED: Implement global context * Reviewed globals for Android * Review Android globals usage * Update Android globals * Bump raylib version to 3.0 !!! * [raudio] REDESIGNED: Implement global context * [raudio] Reorder functions * [core] Tweaks on descriptions * Issues with SUPPORT_MOUSE_GESTURES * [camera] Use global context * REDESIGN: Move shapes drawing texture/rec to RLGL context * Review some issues on standalone mode * Update to use global context * [GAME] Upload RE-PAIR game from GGJ2020 -WIP- * Update game: RE-PAIR * [utils] TRACELOG macros proposal * Update config.h
20
games/repair/LICENSE.txt
Normal file
@ -0,0 +1,20 @@
|
||||
|
||||
This game sources are licensed under an unmodified zlib/libpng license,
|
||||
which is an OSI-certified, BSD-like license:
|
||||
|
||||
Copyright (c) 2020 Ramon Santamaria (@raysan5)
|
||||
|
||||
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.
|
||||
406
games/repair/Makefile
Normal file
@ -0,0 +1,406 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# 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.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# Define required raylib variables
|
||||
PROJECT_NAME ?= repair
|
||||
RAYLIB_VERSION ?= 3.0.0
|
||||
RAYLIB_API_VERSION ?= 3
|
||||
RAYLIB_PATH ?= C:\GitHub\raylib
|
||||
|
||||
# Define default options
|
||||
|
||||
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
# Locations of your newly installed library and associated headers. See ../src/Makefile
|
||||
# On Linux, if you have installed raylib but cannot compile the examples, check that
|
||||
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
|
||||
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
|
||||
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
|
||||
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
|
||||
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
|
||||
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
|
||||
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
|
||||
DESTDIR ?= /usr/local
|
||||
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
|
||||
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
|
||||
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
|
||||
|
||||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
|
||||
# Build mode for project: DEBUG or RELEASE
|
||||
BUILD_MODE ?= RELEASE
|
||||
|
||||
# Use external GLFW library instead of rglfw module
|
||||
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
|
||||
USE_EXTERNAL_GLFW ?= FALSE
|
||||
|
||||
# Use Wayland display server protocol on Linux desktop
|
||||
# by default it uses X11 windowing system
|
||||
USE_WAYLAND_DISPLAY ?= FALSE
|
||||
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
||||
# ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
else
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
ifeq ($(UNAMEOS),FreeBSD)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),OpenBSD)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),NetBSD)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),DragonFly)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),Darwin)
|
||||
PLATFORM_OS=OSX
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
endif
|
||||
|
||||
# RAYLIB_PATH adjustment for different platforms.
|
||||
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
|
||||
# Required for ldconfig or other tools that do not perform path expansion.
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_PREFIX ?= ..
|
||||
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
|
||||
endif
|
||||
endif
|
||||
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
|
||||
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
|
||||
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH ?= C:/emsdk
|
||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/fastcomp/emscripten
|
||||
CLANG_PATH = $(EMSDK_PATH)/fastcomp/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/2.7.13.1_64bit/python-2.7.13.amd64
|
||||
NODE_PATH = $(EMSDK_PATH)/node/12.9.1_64bit/bin
|
||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
|
||||
endif
|
||||
|
||||
# Define raylib release directory for compiled library.
|
||||
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
|
||||
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
|
||||
|
||||
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
|
||||
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
|
||||
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
|
||||
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
|
||||
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
|
||||
# bundle libraylib.so with your game. Change it to your liking.
|
||||
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
|
||||
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
|
||||
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
|
||||
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
|
||||
# To see which libraries a built example is linking to, ldd core/core_basic_window;
|
||||
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
|
||||
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
|
||||
|
||||
# Define default C compiler: gcc
|
||||
# NOTE: define g++ compiler if using C++
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
|
||||
# Define RPI cross-compiler
|
||||
#CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
# WARNING: To compile to HTML5, code must be redesigned
|
||||
# to use emscripten.h and emscripten_set_main_loop()
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
# -g include debug information on compilation
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
# -std=c99 defines C language mode (standard C from 1999 revision)
|
||||
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
|
||||
|
||||
ifeq ($(BUILD_MODE),DEBUG)
|
||||
CFLAGS += -g
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS += -s ASSERTIONS=1 --profiling
|
||||
endif
|
||||
else
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS += -Os
|
||||
else
|
||||
CFLAGS += -s -O1
|
||||
endif
|
||||
endif
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resource file contains windows executable icon and properties
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||
ifeq ($(BUILD_MODE), RELEASE)
|
||||
CFLAGS += -Wl,--subsystem,windows
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
CFLAGS += -D_DEFAULT_SOURCE
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
# Explicitly enable runtime link to libraylib.so
|
||||
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -Os # size optimization
|
||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
# -s WASM=0 # disable Web Assembly, emitted by default
|
||||
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
|
||||
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
|
||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# --profiling # include information for code profiling
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 --preload-file resources
|
||||
|
||||
# Define a custom shell .html and output extension
|
||||
CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
|
||||
EXT = .html
|
||||
endif
|
||||
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI required libraries
|
||||
INCLUDE_PATHS += -I/opt/vc/include
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Consider -L$(RAYLIB_H_INSTALL_PATH)
|
||||
INCLUDE_PATHS += -I/usr/local/include
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Reset everything.
|
||||
# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
|
||||
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs.
|
||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Consider -L$(RAYLIB_INSTALL_PATH)
|
||||
LDFLAGS += -L. -Lsrc -L/usr/local/lib
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Reset everything.
|
||||
# Precedence: immediately local, installed version, raysan5 provided libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compilation
|
||||
# NOTE: WinMM library required to set high-res timer resolution
|
||||
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
|
||||
# Required for physac examples
|
||||
LDLIBS += -static -lpthread
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
|
||||
|
||||
# On X11 requires also below libraries
|
||||
LDLIBS += -lX11
|
||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
|
||||
# On Wayland windowing system, additional libraries requires
|
||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||
endif
|
||||
# Explicit link to libc
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
LDLIBS += -lc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
|
||||
# NOTE: Required packages: mesa-libs
|
||||
LDLIBS = -lraylib -lGL -lpthread -lm
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
|
||||
# NOTE: It could require additional packages installed: libglfw3-dev
|
||||
LDLIBS += -lglfw
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
|
||||
endif
|
||||
|
||||
# Define all source files required
|
||||
PROJECT_SOURCE_FILES ?= \
|
||||
repair.c \
|
||||
screens/screen_logo.c \
|
||||
screens/screen_title.c \
|
||||
screens/screen_gameplay.c \
|
||||
screens/screen_ending.c
|
||||
|
||||
# Define all object files from source files
|
||||
OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# For Android platform we call a custom Makefile.Android
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export PROJECT_SOURCE_FILES
|
||||
else
|
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif
|
||||
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all:
|
||||
$(MAKE) $(MAKEFILE_PARAMS)
|
||||
|
||||
# Project target defined by PROJECT_NAME
|
||||
$(PROJECT_NAME): $(OBJS)
|
||||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
|
||||
%.o: %.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable|x-pie-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
416
games/repair/repair.c
Normal file
@ -0,0 +1,416 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib - Advance 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)
|
||||
*
|
||||
* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
GameScreen currentScreen = 0;
|
||||
Font font = { 0 };
|
||||
Music music = { 0 };
|
||||
Sound fxCoin = { 0 };
|
||||
Texture2D background = { 0 };
|
||||
Texture2D texNPatch = { 0 };
|
||||
NPatchInfo npInfo = { 0 };
|
||||
|
||||
Texture2D texHead, texHair, texNose, texMouth, texEyes, texComp;
|
||||
Texture2D texMakeup = { 0 };
|
||||
|
||||
Character playerBase = { 0 };
|
||||
Character datingBase = { 0 };
|
||||
|
||||
Character player = { 0 };
|
||||
Character dating = { 0 };
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
const int screenWidth = 1280;
|
||||
const int screenHeight = 720;
|
||||
|
||||
// Required variables to manage screen transitions (fade-in, fade-out)
|
||||
static float transAlpha = 0.0f;
|
||||
static bool onTransition = false;
|
||||
static bool transFadeOut = false;
|
||||
static int transFromScreen = -1;
|
||||
static int transToScreen = -1;
|
||||
|
||||
// NOTE: Some global variables that require to be visible for all screens,
|
||||
// are defined in screens.h (i.e. currentScreen)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Local Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static void ChangeToScreen(int screen); // No transition effect
|
||||
|
||||
static void TransitionToScreen(int screen);
|
||||
static void UpdateTransition(void);
|
||||
static void DrawTransition(void);
|
||||
|
||||
static void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization (Note windowTitle is unused on Android)
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib template - advance game");
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
|
||||
font = LoadFont("resources/font.png");
|
||||
SetTextureFilter(font.texture, FILTER_BILINEAR);
|
||||
|
||||
music = LoadMusicStream("resources/elevator_romance.ogg");
|
||||
fxCoin = LoadSound("resources/coin.wav");
|
||||
|
||||
background = LoadTexture("resources/background.png");
|
||||
|
||||
texNPatch = LoadTexture("resources/npatch.png");
|
||||
npInfo.sourceRec = (Rectangle){ 0, 0, 80, texNPatch.height },
|
||||
npInfo.left = 24;
|
||||
npInfo.top = 24;
|
||||
npInfo.right = 24;
|
||||
npInfo.bottom = 24;
|
||||
|
||||
// Load required textures
|
||||
texHead = LoadTexture("resources/head_models.png");
|
||||
texHair = LoadTexture("resources/hair_models.png");
|
||||
texNose = LoadTexture("resources/nose_models.png");
|
||||
texMouth = LoadTexture("resources/mouth_models.png");
|
||||
texEyes = LoadTexture("resources/eyes_models.png");
|
||||
//texComp = LoadTexture("resources/comp_models.png");
|
||||
texMakeup = LoadTexture("resources/makeup.png");
|
||||
|
||||
SetMusicVolume(music, 0.5f);
|
||||
//PlayMusicStream(music);
|
||||
|
||||
// Setup and Init first screen
|
||||
currentScreen = LOGO;
|
||||
InitLogoScreen();
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
#endif
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload current screen data before closing
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO: UnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
case ENDING: UnloadEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Unload all global loaded data (i.e. fonts) here!
|
||||
UnloadFont(font);
|
||||
UnloadMusicStream(music);
|
||||
UnloadSound(fxCoin);
|
||||
UnloadTexture(background);
|
||||
UnloadTexture(texNPatch);
|
||||
|
||||
UnloadTexture(texHead);
|
||||
UnloadTexture(texHair);
|
||||
UnloadTexture(texNose);
|
||||
UnloadTexture(texMouth);
|
||||
UnloadTexture(texEyes);
|
||||
//UnloadTexture(texComp);
|
||||
UnloadTexture(texMakeup);
|
||||
|
||||
CloseAudioDevice(); // Close audio context
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Public Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
Character GenerateCharacter(void)
|
||||
{
|
||||
Character character = { 0 };
|
||||
|
||||
// Generate player character!
|
||||
character.head = GetRandomValue(0, texHead.width/BASE_HEAD_WIDTH - 1);
|
||||
character.colHead = headColors[GetRandomValue(0, 5)];
|
||||
character.hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
|
||||
character.colHair = hairColors[GetRandomValue(0, 9)];
|
||||
character.eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
|
||||
character.nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
|
||||
character.mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
|
||||
|
||||
// NOTE: No character customization at this point
|
||||
|
||||
return character;
|
||||
}
|
||||
|
||||
void CustomizeCharacter(Character *character)
|
||||
{
|
||||
if (GetRandomValue(0, 1)) character->hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
|
||||
if (GetRandomValue(0, 1)) character->colHair = hairColors[GetRandomValue(0, 9)];
|
||||
if (GetRandomValue(0, 1)) character->eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
|
||||
if (GetRandomValue(0, 1)) character->nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
|
||||
if (GetRandomValue(0, 1)) character->mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
|
||||
}
|
||||
|
||||
void DrawCharacter(Character character, Vector2 position)
|
||||
{
|
||||
DrawTextureRec(texHair, (Rectangle){ BASE_HAIR_WIDTH*character.hair, 240, BASE_HAIR_WIDTH, texHair.height - 240 }, (Vector2){ position.x + (250 - BASE_HAIR_WIDTH)/2, position.y + 240 }, GetColor(character.colHair));
|
||||
DrawTextureRec(texHead, (Rectangle){ BASE_HEAD_WIDTH*character.head, 0, BASE_HEAD_WIDTH, texHead.height }, (Vector2){ position.x + (250 - BASE_HEAD_WIDTH)/2, position.y + 60 }, GetColor(character.colHead));
|
||||
DrawTextureRec(texHair, (Rectangle){ BASE_HAIR_WIDTH*character.hair, 0, BASE_HAIR_WIDTH, 240 }, (Vector2){ position.x + (250 - BASE_HAIR_WIDTH)/2, position.y }, GetColor(character.colHair));
|
||||
DrawTextureRec(texEyes, (Rectangle){ BASE_EYES_WIDTH*character.eyes, 0, BASE_EYES_WIDTH, texEyes.height }, (Vector2){ position.x + (250 - BASE_EYES_WIDTH)/2, position.y + 190 }, WHITE);
|
||||
DrawTextureRec(texNose, (Rectangle){ BASE_NOSE_WIDTH*character.nose, 0, BASE_NOSE_WIDTH, texNose.height }, (Vector2){ position.x + (250 - BASE_NOSE_WIDTH)/2, position.y + 275 }, GetColor(character.colHead));
|
||||
DrawTextureRec(texMouth, (Rectangle){ BASE_MOUTH_WIDTH*character.mouth, 0, BASE_MOUTH_WIDTH, texMouth.height }, (Vector2){ position.x + (250 - BASE_MOUTH_WIDTH)/2, position.y + 370 }, GetColor(character.colHead));
|
||||
}
|
||||
|
||||
// Gui Button
|
||||
bool GuiButton(Rectangle bounds, const char *text, int forcedState)
|
||||
{
|
||||
static const int textColor[4] = { 0xeff6ffff, 0x78e782ff, 0xb04d5fff, 0xd6d6d6ff };
|
||||
|
||||
int state = (forcedState >= 0)? forcedState : 0; // NORMAL
|
||||
bool pressed = false;
|
||||
Vector2 textSize = MeasureTextEx(font, text, font.baseSize, 1);
|
||||
|
||||
// Update control
|
||||
//--------------------------------------------------------------------
|
||||
if ((state < 3) && (forcedState < 0))
|
||||
{
|
||||
Vector2 mousePoint = GetMousePosition();
|
||||
|
||||
// Check button state
|
||||
if (CheckCollisionPointRec(mousePoint, bounds))
|
||||
{
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = 2; // PRESSED
|
||||
else state = 1; // FOCUSED
|
||||
|
||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
pressed = true;
|
||||
PlaySound(fxCoin);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
npInfo.sourceRec.x = 80*state;
|
||||
|
||||
//--------------------------------------------------------------------
|
||||
|
||||
// Draw control
|
||||
//--------------------------------------------------------------------
|
||||
//DrawRectangleRec(bounds, GREEN);
|
||||
//DrawRectangleLinesEx(bounds, 4, DARKGREEN);
|
||||
DrawTextureNPatch(texNPatch, npInfo, bounds, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
|
||||
DrawTextEx(font, text, (Vector2){ bounds.x + bounds.width/2 - textSize.x/2, bounds.y + bounds.height/2 - textSize.y/2 + 4 }, font.baseSize, 1, GetColor(textColor[state]));
|
||||
//------------------------------------------------------------------
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Change to next screen, no transition
|
||||
static void ChangeToScreen(int screen)
|
||||
{
|
||||
// Unload current screen
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO: UnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
case ENDING: UnloadEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Init next screen
|
||||
switch (screen)
|
||||
{
|
||||
case LOGO: InitLogoScreen(); break;
|
||||
case TITLE: InitTitleScreen(); break;
|
||||
case GAMEPLAY: InitGameplayScreen(); break;
|
||||
case ENDING: InitEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
currentScreen = screen;
|
||||
}
|
||||
|
||||
// Define transition to next screen
|
||||
static void TransitionToScreen(int screen)
|
||||
{
|
||||
onTransition = true;
|
||||
transFadeOut = false;
|
||||
transFromScreen = currentScreen;
|
||||
transToScreen = screen;
|
||||
transAlpha = 0.0f;
|
||||
}
|
||||
|
||||
// Update transition effect
|
||||
static void UpdateTransition(void)
|
||||
{
|
||||
if (!transFadeOut)
|
||||
{
|
||||
transAlpha += 0.05f;
|
||||
|
||||
// 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
|
||||
if (transAlpha > 1.01f)
|
||||
{
|
||||
transAlpha = 1.0f;
|
||||
|
||||
// Unload current screen
|
||||
switch (transFromScreen)
|
||||
{
|
||||
case LOGO: UnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
case ENDING: UnloadEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Load next screen
|
||||
switch (transToScreen)
|
||||
{
|
||||
case LOGO: InitLogoScreen(); break;
|
||||
case TITLE: InitTitleScreen(); break;
|
||||
case GAMEPLAY: InitGameplayScreen(); break;
|
||||
case ENDING: InitEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
currentScreen = transToScreen;
|
||||
|
||||
// Activate fade out effect to next loaded screen
|
||||
transFadeOut = true;
|
||||
}
|
||||
}
|
||||
else // Transition fade out logic
|
||||
{
|
||||
transAlpha -= 0.02f;
|
||||
|
||||
if (transAlpha < -0.01f)
|
||||
{
|
||||
transAlpha = 0.0f;
|
||||
transFadeOut = false;
|
||||
onTransition = false;
|
||||
transFromScreen = -1;
|
||||
transToScreen = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw transition effect (full-screen rectangle)
|
||||
static void DrawTransition(void)
|
||||
{
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
|
||||
}
|
||||
|
||||
// Update and draw game frame
|
||||
static void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(music); // NOTE: Music keeps playing between screens
|
||||
|
||||
if (!onTransition)
|
||||
{
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
UpdateLogoScreen();
|
||||
|
||||
if (FinishLogoScreen())
|
||||
{
|
||||
TransitionToScreen(TITLE);
|
||||
PlayMusicStream(music);
|
||||
}
|
||||
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
UpdateTitleScreen();
|
||||
|
||||
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
|
||||
//else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
UpdateGameplayScreen();
|
||||
|
||||
if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
|
||||
//else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
|
||||
|
||||
} break;
|
||||
case ENDING:
|
||||
{
|
||||
UpdateEndingScreen();
|
||||
|
||||
if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
else UpdateTransition(); // Update transition (fade-in, fade-out)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO: DrawLogoScreen(); break;
|
||||
case TITLE: DrawTitleScreen(); break;
|
||||
case GAMEPLAY: DrawGameplayScreen(); break;
|
||||
case ENDING: DrawEndingScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Draw full screen rectangle in front of everything
|
||||
if (onTransition) DrawTransition();
|
||||
|
||||
//DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
BIN
games/repair/resources/background.png
Normal file
|
After Width: | Height: | Size: 451 KiB |
BIN
games/repair/resources/coin.wav
Normal file
BIN
games/repair/resources/elevator_romance.ogg
Normal file
BIN
games/repair/resources/eyes_models.png
Normal file
|
After Width: | Height: | Size: 51 KiB |
BIN
games/repair/resources/font.png
Normal file
|
After Width: | Height: | Size: 61 KiB |
BIN
games/repair/resources/hair_models.png
Normal file
|
After Width: | Height: | Size: 222 KiB |
BIN
games/repair/resources/head_models.png
Normal file
|
After Width: | Height: | Size: 88 KiB |
BIN
games/repair/resources/makeup.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
games/repair/resources/match.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
games/repair/resources/mouth_models.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
games/repair/resources/nose_models.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
games/repair/resources/npatch.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
games/repair/resources/qmark.png
Normal file
|
After Width: | Height: | Size: 6.3 KiB |
BIN
games/repair/resources/raylib_logo.png
Normal file
|
After Width: | Height: | Size: 1.8 KiB |
BIN
games/repair/resources/title.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
246
games/repair/screens/screen_ending.c
Normal file
@ -0,0 +1,246 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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"
|
||||
|
||||
typedef struct {
|
||||
int hair;
|
||||
int colHair;
|
||||
int eyes;
|
||||
int nose;
|
||||
int mouth;
|
||||
//int glasses;
|
||||
//int piercing;
|
||||
} CharLikes;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Ending screen global variables
|
||||
static int framesCounter = 0;
|
||||
static int finishScreen = 0;
|
||||
|
||||
static Texture2D texQmark = { 0 };
|
||||
static Texture2D texMatch = { 0 };
|
||||
|
||||
static int state = 0;
|
||||
static int matchValue = 0;
|
||||
|
||||
static CharLikes playerLikes = { 0 };
|
||||
static CharLikes playerBaseLikes = { 0 };
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Ending Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Ending Screen Initialization logic
|
||||
void InitEndingScreen(void)
|
||||
{
|
||||
framesCounter = 0;
|
||||
finishScreen = 0;
|
||||
state = 0;
|
||||
|
||||
CustomizeCharacter(&dating);
|
||||
|
||||
texQmark = LoadTexture("resources/qmark.png");
|
||||
texMatch = LoadTexture("resources/match.png");
|
||||
}
|
||||
|
||||
// Ending Screen Update logic
|
||||
void UpdateEndingScreen(void)
|
||||
{
|
||||
if (state == 0)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 200)
|
||||
{
|
||||
state = 1;
|
||||
|
||||
// Check like percentatge for player base (playerBaseLikes)
|
||||
if (playerBase.hair == dating.hair) playerBaseLikes.hair = GetRandomValue(70, 100);
|
||||
else if (playerBase.hair == datingBase.hair) playerBaseLikes.hair = GetRandomValue(0, 30);
|
||||
else playerBaseLikes.hair = GetRandomValue(0, 100);
|
||||
|
||||
if (playerBase.colHair == dating.colHair) playerBaseLikes.colHair = GetRandomValue(70, 100);
|
||||
else if (playerBase.colHair == datingBase.colHair) playerBaseLikes.colHair = GetRandomValue(0, 30);
|
||||
else playerBaseLikes.colHair = GetRandomValue(0, 100);
|
||||
|
||||
if (playerBase.eyes == dating.eyes) playerBaseLikes.eyes = GetRandomValue(70, 100);
|
||||
else if (playerBase.eyes == datingBase.eyes) playerBaseLikes.eyes = GetRandomValue(0, 30);
|
||||
else playerBaseLikes.eyes = GetRandomValue(0, 100);
|
||||
|
||||
if (playerBase.nose == dating.nose) playerBaseLikes.nose = GetRandomValue(70, 100);
|
||||
else if (playerBase.nose == datingBase.nose) playerBaseLikes.nose = GetRandomValue(0, 30);
|
||||
else playerBaseLikes.nose = GetRandomValue(0, 100);
|
||||
|
||||
if (playerBase.mouth == dating.mouth) playerBaseLikes.mouth = GetRandomValue(70, 100);
|
||||
else if (playerBase.mouth == datingBase.mouth) playerBaseLikes.mouth = GetRandomValue(0, 30);
|
||||
else playerBaseLikes.mouth = GetRandomValue(0, 100);
|
||||
|
||||
|
||||
// Check like percentatge for player (playerLikes)
|
||||
if (player.hair == dating.hair) playerLikes.hair = GetRandomValue(70, 100);
|
||||
else if (player.hair == datingBase.hair) playerLikes.hair = GetRandomValue(0, 30);
|
||||
else playerLikes.hair = GetRandomValue(0, 100);
|
||||
|
||||
if (player.colHair == dating.colHair) playerLikes.colHair = GetRandomValue(70, 100);
|
||||
else if (player.colHair == datingBase.colHair) playerLikes.colHair = GetRandomValue(0, 30);
|
||||
else playerLikes.colHair = GetRandomValue(0, 100);
|
||||
|
||||
if (player.eyes == dating.eyes) playerLikes.eyes = GetRandomValue(70, 100);
|
||||
else if (player.eyes == datingBase.eyes) playerLikes.eyes = GetRandomValue(0, 30);
|
||||
else playerLikes.eyes = GetRandomValue(0, 100);
|
||||
|
||||
if (player.nose == dating.nose) playerLikes.nose = GetRandomValue(70, 100);
|
||||
else if (player.nose == datingBase.nose) playerLikes.nose = GetRandomValue(0, 30);
|
||||
else playerLikes.nose = GetRandomValue(0, 100);
|
||||
|
||||
if (player.mouth == dating.mouth) playerLikes.mouth = GetRandomValue(70, 100);
|
||||
else if (player.mouth == datingBase.mouth) playerLikes.mouth = GetRandomValue(0, 30);
|
||||
else playerLikes.mouth = GetRandomValue(0, 100);
|
||||
|
||||
// NOTE: Max possible points to get 5*100 = 500
|
||||
// If getting > 250 player likes! :D
|
||||
matchValue = playerLikes.hair + playerLikes.colHair + playerLikes.eyes + playerLikes.nose + playerLikes.mouth;
|
||||
}
|
||||
}
|
||||
else if (state == 1)
|
||||
{
|
||||
// Levels animation?
|
||||
}
|
||||
|
||||
// Press enter or tap to return to TITLE screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
finishScreen = 1;
|
||||
PlaySound(fxCoin);
|
||||
}
|
||||
}
|
||||
|
||||
// Ending Screen Draw logic
|
||||
void DrawEndingScreen(void)
|
||||
{
|
||||
// Draw background
|
||||
DrawTexture(background, 0, 0, GetColor(0xf6aa60ff));
|
||||
|
||||
DrawCharacter(player, (Vector2){ 180, 40 });
|
||||
|
||||
DrawCharacter(dating, (Vector2){ 820, 40 });
|
||||
|
||||
if (state == 0)
|
||||
{
|
||||
if ((framesCounter/15)%2 == 1) DrawTexture(texQmark, GetScreenWidth()/2 - texQmark.width/2, 180, WHITE);
|
||||
}
|
||||
else if (state == 1)
|
||||
{
|
||||
DrawTextEx(font, TextFormat("MATCH: %i%%", (int)(((float)matchValue/500.0f)*100.0f)), (Vector2){ 420, 40 }, font.baseSize*2, 1, SKYBLUE);
|
||||
|
||||
DrawTextureRec(texMatch, (Rectangle){ 0, (matchValue > 250)? 0 : texMatch.height/2, texMatch.width, texMatch.height/2 }, (Vector2){ GetScreenWidth()/2 - texMatch.width/2, 240 }, WHITE);
|
||||
|
||||
int barsPositionX = 80;
|
||||
|
||||
//DrawRectangle(0, 530, GetScreenWidth(), GetScreenHeight() - 530, Fade(GRAY, 0.6f));
|
||||
//DrawRectangleLines(0, 530, GetScreenWidth(), GetScreenHeight() - 530, Fade(DARKGRAY, 0.8f));
|
||||
|
||||
// Draw like values: player base
|
||||
DrawTextEx(font, "HAIR:", (Vector2){ barsPositionX, 550 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80, 550 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80, 550 + 6, playerBaseLikes.hair*4, font.baseSize/4, RED);
|
||||
|
||||
DrawTextEx(font, "TINT:", (Vector2){ barsPositionX, 580 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80, 580 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80, 580 + 6, playerBaseLikes.colHair*4, font.baseSize/4, RED);
|
||||
|
||||
DrawTextEx(font, "EYES:", (Vector2){ barsPositionX, 610 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80, 610 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80, 610 + 6, playerBaseLikes.eyes*4, font.baseSize/4, RED);
|
||||
|
||||
DrawTextEx(font, "NOSE:", (Vector2){ barsPositionX, 640 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80, 640 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80, 640 + 6, playerBaseLikes.nose*4, font.baseSize/4, RED);
|
||||
|
||||
DrawTextEx(font, "LIPS:", (Vector2){ barsPositionX, 670 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80, 670 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80, 670 + 6, playerBaseLikes.mouth*4, font.baseSize/4, RED);
|
||||
|
||||
// Draw like values: player
|
||||
if (player.hair != playerBase.hair)
|
||||
{
|
||||
DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 550 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 550 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 550 + 6, playerLikes.hair*4, font.baseSize/4, RED);
|
||||
}
|
||||
|
||||
if (player.colHair != playerBase.colHair)
|
||||
{
|
||||
DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 580 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 580 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 580 + 6, playerLikes.colHair*4, font.baseSize/4, RED);
|
||||
}
|
||||
|
||||
if (player.eyes != playerBase.eyes)
|
||||
{
|
||||
DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 610 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 610 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 610 + 6, playerLikes.eyes*4, font.baseSize/4, RED);
|
||||
}
|
||||
|
||||
if (player.nose != playerBase.nose)
|
||||
{
|
||||
DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 640 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 640 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 640 + 6, playerLikes.nose*4, font.baseSize/4, RED);
|
||||
}
|
||||
|
||||
if (player.mouth != playerBase.mouth)
|
||||
{
|
||||
DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 670 }, font.baseSize/2, 1, WHITE);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 670 + 6, 400, font.baseSize/4, GRAY);
|
||||
DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 670 + 6, playerLikes.mouth*4, font.baseSize/4, RED);
|
||||
}
|
||||
|
||||
// Draw left button: date!
|
||||
if (GuiButton((Rectangle){ GetScreenWidth() - 280, 60, 260, 80 }, "AGAIN!", -1))
|
||||
{
|
||||
finishScreen = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ending Screen Unload logic
|
||||
void UnloadEndingScreen(void)
|
||||
{
|
||||
UnloadTexture(texQmark);
|
||||
UnloadTexture(texMatch);
|
||||
}
|
||||
|
||||
// Ending Screen should finish?
|
||||
int FinishEndingScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
169
games/repair/screens/screen_gameplay.c
Normal file
@ -0,0 +1,169 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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"
|
||||
|
||||
static bool doHairCut = false;
|
||||
static bool doHairTint = false;
|
||||
static bool doEyeLiner = false;
|
||||
static bool doLipStick = false;
|
||||
static bool doNose = false;
|
||||
static bool doGlasses = false;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
const unsigned int headColors[6] = { 0xffe29bff, 0xfed5a8ff, 0xad8962ff, 0xfff1b8ff, 0xffd6c4ff, 0xd49c8dff };
|
||||
const unsigned int hairColors[10] = { 0xf5bf60ff, 0xaa754aff, 0x974e14ff, 0xf36347ff, 0x87f347ff, 0xfc48d0ff, 0x3b435dff, 0x5f5e60ff, 0xe7e7e7ff, 0xfb386bff };
|
||||
|
||||
// Gameplay screen global variables
|
||||
static int framesCounter = 0;
|
||||
static int finishScreen = 0;
|
||||
|
||||
static RenderTexture target = { 0 };
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Gameplay Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Gameplay Screen Initialization logic
|
||||
void InitGameplayScreen(void)
|
||||
{
|
||||
// Initialize GAMEPLAY screen variables
|
||||
framesCounter = 0;
|
||||
finishScreen = 0;
|
||||
|
||||
target = LoadRenderTexture(720, 720);
|
||||
SetTextureFilter(target.texture, FILTER_BILINEAR);
|
||||
|
||||
// Generate player character!
|
||||
//player = GenerateCharacter();
|
||||
playerBase = player;
|
||||
|
||||
// Generate dating character!
|
||||
dating = GenerateCharacter();
|
||||
datingBase = dating;
|
||||
|
||||
// TODO: Generate dating character likes
|
||||
// For the different types of properties we assign random like values: 0% (total-dislike) -> 100% (total-like)
|
||||
|
||||
// The total match point will be the (like accumulated amount)/(num properties)
|
||||
// Some of the elements add points or remove points
|
||||
|
||||
// At the end we can show the like percentadge of every element
|
||||
|
||||
doHairCut = false;
|
||||
doHairTint = false;
|
||||
doEyeLiner = false;
|
||||
doLipStick = false;
|
||||
doNose = false;
|
||||
doGlasses = false;
|
||||
}
|
||||
|
||||
// Gameplay Screen Update logic
|
||||
void UpdateGameplayScreen(void)
|
||||
{
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
player = GenerateCharacter();
|
||||
playerBase = player;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) finishScreen = 1;
|
||||
}
|
||||
|
||||
// Gameplay Screen Draw logic
|
||||
void DrawGameplayScreen(void)
|
||||
{
|
||||
// Draw background
|
||||
DrawTexture(background, 0, 0, GetColor(0xf6aa60ff));
|
||||
|
||||
// Draw left menu buttons
|
||||
GuiButton((Rectangle){ 20, 40, 300, 60 }, "RE-TOUCH:", 2);
|
||||
|
||||
if (GuiButton((Rectangle){ 20, 40 + 90, 300, 80 }, "HAIR TINT", doHairTint? 3 : -1))
|
||||
{
|
||||
doHairTint = true;
|
||||
player.colHair = hairColors[GetRandomValue(0, 9)];
|
||||
}
|
||||
if (GuiButton((Rectangle){ 20, 40 + 180, 300, 80 }, "HAIR", doHairCut? 3 : -1))
|
||||
{
|
||||
doHairCut = true;
|
||||
player.hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH);
|
||||
|
||||
}
|
||||
if (GuiButton((Rectangle){ 20, 40 + 270, 300, 80 }, "EYES", doEyeLiner? 3 : -1))
|
||||
{
|
||||
doEyeLiner = true;
|
||||
player.eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
|
||||
}
|
||||
if (GuiButton((Rectangle){ 20, 40 + 360, 300, 80 }, "NOSE", doNose? 3 : -1))
|
||||
{
|
||||
doNose = true;
|
||||
player.nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
|
||||
}
|
||||
if (GuiButton((Rectangle){ 20, 40 + 450, 300, 80 }, "LIPS", doLipStick? 3 : -1))
|
||||
{
|
||||
doLipStick = true;
|
||||
player.mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
|
||||
}
|
||||
if (GuiButton((Rectangle){ 20, 40 + 540, 300, 80 }, "GLASSES", 3))
|
||||
{
|
||||
doGlasses = true;
|
||||
}
|
||||
|
||||
// Draw player
|
||||
DrawCharacter(player, (Vector2){ GetScreenWidth()/2 - 125, 80 });
|
||||
|
||||
// Draw dating view
|
||||
GuiButton((Rectangle){ 970, 40, 260, 60 }, "DATING:", 2);
|
||||
GuiButton((Rectangle){ 970, 40 + 70, 260, 260 }, " ", 0);
|
||||
|
||||
BeginTextureMode(target);
|
||||
DrawCharacter(dating, (Vector2){ (720 - 250)/2, (720 - 500)/2 });
|
||||
EndTextureMode();
|
||||
|
||||
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height }, (Rectangle){ 970, 40 + 70, 260, 260 }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
|
||||
// Draw left button: date!
|
||||
if (GuiButton((Rectangle){ 970, 580, 260, 90 }, "GO DATE!", -1))
|
||||
{
|
||||
finishScreen = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Gameplay Screen Unload logic
|
||||
void UnloadGameplayScreen(void)
|
||||
{
|
||||
// Unload required textures
|
||||
}
|
||||
|
||||
// Gameplay Screen should finish?
|
||||
int FinishGameplayScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
211
games/repair/screens/screen_logo.c
Normal file
@ -0,0 +1,211 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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"
|
||||
|
||||
#define LOGO_RECS_SIDE 16
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Logo screen global variables
|
||||
static int framesCounter = 0;
|
||||
static int finishScreen = 0;
|
||||
|
||||
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 Initialization logic
|
||||
void InitLogoScreen(void)
|
||||
{
|
||||
// Initialize LOGO screen variables here!
|
||||
finishScreen = 0;
|
||||
framesCounter = 0;
|
||||
lettersCount = 0;
|
||||
|
||||
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
|
||||
void UpdateLogoScreen(void)
|
||||
{
|
||||
// Update LOGO screen variables here!
|
||||
if (state == 0) // State 0: Small box blinking
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
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;
|
||||
|
||||
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)
|
||||
{
|
||||
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
|
||||
void DrawLogoScreen(void)
|
||||
{
|
||||
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
|
||||
void UnloadLogoScreen(void)
|
||||
{
|
||||
// Unload LOGO screen variables here!
|
||||
}
|
||||
|
||||
// Logo Screen should finish?
|
||||
int FinishLogoScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
134
games/repair/screens/screen_title.c
Normal file
@ -0,0 +1,134 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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 = 0;
|
||||
static int finishScreen = 0;
|
||||
|
||||
static Texture2D texTitle = { 0 };
|
||||
static Texture2D texLogo = { 0 };
|
||||
|
||||
static int titlePositionY = 0;
|
||||
static int titleCounter = 0;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Title Screen Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Title Screen Initialization logic
|
||||
void InitTitleScreen(void)
|
||||
{
|
||||
framesCounter = 0;
|
||||
finishScreen = 0;
|
||||
|
||||
texTitle = LoadTexture("resources/title.png");
|
||||
texLogo = LoadTexture("resources/raylib_logo.png");
|
||||
|
||||
player = GenerateCharacter();
|
||||
|
||||
titlePositionY = -200;
|
||||
}
|
||||
|
||||
// Title Screen Update logic
|
||||
void UpdateTitleScreen(void)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 5)
|
||||
{
|
||||
int partToChange = GetRandomValue(0, 4);
|
||||
|
||||
if (partToChange == 0)
|
||||
{
|
||||
player.head = GetRandomValue(0, texHead.width/BASE_HEAD_WIDTH - 1);
|
||||
player.colHead = headColors[GetRandomValue(0, 5)];
|
||||
}
|
||||
else if (partToChange == 1) player.eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
|
||||
else if (partToChange == 2) player.nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
|
||||
else if (partToChange == 3) player.mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
|
||||
else if (partToChange == 4)
|
||||
{
|
||||
player.hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
|
||||
player.colHair = hairColors[GetRandomValue(0, 9)];
|
||||
}
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
titlePositionY += 3;
|
||||
if (titlePositionY > 40) titlePositionY = 40;
|
||||
|
||||
titleCounter++;
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) finishScreen = 1;
|
||||
}
|
||||
|
||||
// Title Screen Draw logic
|
||||
void DrawTitleScreen(void)
|
||||
{
|
||||
DrawTexture(background, 0, 0, GetColor(0xf6aa60ff));
|
||||
|
||||
// Draw face, parts keep changing ranomly
|
||||
DrawCharacter(player, (Vector2){ GetScreenWidth()/2 - 125, 80 });
|
||||
|
||||
// Draw face rectangles
|
||||
//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_EYES_WIDTH/2, 270, BASE_EYES_WIDTH, texEyes.height }, Fade(GREEN, 0.3f));
|
||||
//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_NOSE_WIDTH/2, 355, BASE_NOSE_WIDTH, texNose.height }, Fade(SKYBLUE, 0.3f));
|
||||
//DrawRectangleRec((Rectangle){ GetScreenWidth()/2 - BASE_MOUTH_WIDTH/2, 450, BASE_MOUTH_WIDTH, texMouth.height }, Fade(RED, 0.3f));
|
||||
|
||||
DrawTexture(texTitle, GetScreenWidth()/2 - texTitle.width/2, titlePositionY, WHITE);
|
||||
|
||||
if (titleCounter > 180)
|
||||
{
|
||||
if (GuiButton((Rectangle){ GetScreenWidth()/2 - 440/2, 580, 440, 80 }, "START DATE!", -1))
|
||||
{
|
||||
finishScreen = 1; // GAMEPLAY
|
||||
PlaySound(fxCoin);
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("powered by", 20, GetScreenHeight() - texLogo.height - 35, 10, BLACK);
|
||||
DrawTexture(texLogo, 20, GetScreenHeight() - texLogo.height - 20, WHITE);
|
||||
}
|
||||
|
||||
// Title Screen Unload logic
|
||||
void UnloadTitleScreen(void)
|
||||
{
|
||||
UnloadTexture(texTitle);
|
||||
UnloadTexture(texLogo);
|
||||
}
|
||||
|
||||
// Title Screen should finish?
|
||||
int FinishTitleScreen(void)
|
||||
{
|
||||
return finishScreen;
|
||||
}
|
||||
134
games/repair/screens/screens.h
Normal file
@ -0,0 +1,134 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib - Advance Game template
|
||||
*
|
||||
* Screens Functions Declarations (Init, Update, Draw, Unload)
|
||||
*
|
||||
* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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
|
||||
|
||||
#define BASE_HEAD_WIDTH 400
|
||||
#define BASE_HAIR_WIDTH 500
|
||||
#define BASE_NOSE_WIDTH 80
|
||||
#define BASE_MOUTH_WIDTH 170
|
||||
#define BASE_EYES_WIDTH 240
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
|
||||
|
||||
typedef struct {
|
||||
int head;
|
||||
int colHead;
|
||||
int eyes; // Config
|
||||
int nose; // Config
|
||||
int mouth; // Config
|
||||
int hair; // Config
|
||||
int colHair; // Config
|
||||
int glasses; // Config
|
||||
//int piercing;
|
||||
//int freckles;
|
||||
} Character;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
extern const unsigned int headColors[6];
|
||||
extern const unsigned int hairColors[10];
|
||||
|
||||
extern GameScreen currentScreen;
|
||||
extern Font font;
|
||||
extern Music music;
|
||||
extern Sound fxCoin;
|
||||
extern Texture2D background;
|
||||
extern Texture2D texNPatch;
|
||||
extern NPatchInfo npInfo;
|
||||
extern Texture2D texHead, texHair, texNose, texMouth, texEyes, texComp;
|
||||
extern Texture2D texMakeup;
|
||||
|
||||
extern Character player;
|
||||
extern Character playerBase;
|
||||
extern Character dating;
|
||||
extern Character datingBase;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
// Gui Button
|
||||
bool GuiButton(Rectangle rec, const char *text, int forcedState);
|
||||
|
||||
Character GenerateCharacter(void);
|
||||
void CustomizeCharacter(Character *character);
|
||||
void DrawCharacter(Character character, Vector2 position);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// 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
|
||||