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https://github.com/raysan5/raylib.git
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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
This commit is contained in:
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games/repair/repair.c
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games/repair/repair.c
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/*******************************************************************************************
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*
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* raylib - Advance Game template
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*
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* <Game title>
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* <Game description>
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*
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* This game has been created using raylib (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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GameScreen currentScreen = 0;
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Font font = { 0 };
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Music music = { 0 };
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Sound fxCoin = { 0 };
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Texture2D background = { 0 };
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Texture2D texNPatch = { 0 };
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NPatchInfo npInfo = { 0 };
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Texture2D texHead, texHair, texNose, texMouth, texEyes, texComp;
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Texture2D texMakeup = { 0 };
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Character playerBase = { 0 };
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Character datingBase = { 0 };
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Character player = { 0 };
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Character dating = { 0 };
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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const int screenWidth = 1280;
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const int screenHeight = 720;
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// Required variables to manage screen transitions (fade-in, fade-out)
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static float transAlpha = 0.0f;
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static bool onTransition = false;
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static bool transFadeOut = false;
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static int transFromScreen = -1;
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static int transToScreen = -1;
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// NOTE: Some global variables that require to be visible for all screens,
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// are defined in screens.h (i.e. currentScreen)
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//----------------------------------------------------------------------------------
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// Local Functions Declaration
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//----------------------------------------------------------------------------------
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static void ChangeToScreen(int screen); // No transition effect
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static void TransitionToScreen(int screen);
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static void UpdateTransition(void);
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static void DrawTransition(void);
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static void UpdateDrawFrame(void); // Update and Draw one frame
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//----------------------------------------------------------------------------------
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// Main entry point
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//----------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib template - advance game");
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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font = LoadFont("resources/font.png");
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SetTextureFilter(font.texture, FILTER_BILINEAR);
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music = LoadMusicStream("resources/elevator_romance.ogg");
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fxCoin = LoadSound("resources/coin.wav");
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background = LoadTexture("resources/background.png");
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texNPatch = LoadTexture("resources/npatch.png");
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npInfo.sourceRec = (Rectangle){ 0, 0, 80, texNPatch.height },
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npInfo.left = 24;
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npInfo.top = 24;
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npInfo.right = 24;
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npInfo.bottom = 24;
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// Load required textures
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texHead = LoadTexture("resources/head_models.png");
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texHair = LoadTexture("resources/hair_models.png");
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texNose = LoadTexture("resources/nose_models.png");
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texMouth = LoadTexture("resources/mouth_models.png");
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texEyes = LoadTexture("resources/eyes_models.png");
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//texComp = LoadTexture("resources/comp_models.png");
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texMakeup = LoadTexture("resources/makeup.png");
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SetMusicVolume(music, 0.5f);
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//PlayMusicStream(music);
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// Setup and Init first screen
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currentScreen = LOGO;
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InitLogoScreen();
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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UpdateDrawFrame();
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload current screen data before closing
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switch (currentScreen)
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{
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case LOGO: UnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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case ENDING: UnloadEndingScreen(); break;
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default: break;
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}
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// Unload all global loaded data (i.e. fonts) here!
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UnloadFont(font);
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UnloadMusicStream(music);
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UnloadSound(fxCoin);
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UnloadTexture(background);
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UnloadTexture(texNPatch);
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UnloadTexture(texHead);
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UnloadTexture(texHair);
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UnloadTexture(texNose);
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UnloadTexture(texMouth);
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UnloadTexture(texEyes);
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//UnloadTexture(texComp);
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UnloadTexture(texMakeup);
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CloseAudioDevice(); // Close audio context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Public Functions Definition
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//----------------------------------------------------------------------------------
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Character GenerateCharacter(void)
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{
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Character character = { 0 };
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// Generate player character!
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character.head = GetRandomValue(0, texHead.width/BASE_HEAD_WIDTH - 1);
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character.colHead = headColors[GetRandomValue(0, 5)];
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character.hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
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character.colHair = hairColors[GetRandomValue(0, 9)];
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character.eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
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character.nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
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character.mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
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// NOTE: No character customization at this point
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return character;
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}
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void CustomizeCharacter(Character *character)
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{
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if (GetRandomValue(0, 1)) character->hair = GetRandomValue(0, texHair.width/BASE_HAIR_WIDTH - 1);
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if (GetRandomValue(0, 1)) character->colHair = hairColors[GetRandomValue(0, 9)];
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if (GetRandomValue(0, 1)) character->eyes = GetRandomValue(0, texEyes.width/BASE_EYES_WIDTH - 1);
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if (GetRandomValue(0, 1)) character->nose = GetRandomValue(0, texNose.width/BASE_NOSE_WIDTH - 1);
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if (GetRandomValue(0, 1)) character->mouth = GetRandomValue(0, texMouth.width/BASE_MOUTH_WIDTH - 1);
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}
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void DrawCharacter(Character character, Vector2 position)
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{
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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));
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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));
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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));
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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);
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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));
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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));
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}
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// Gui Button
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bool GuiButton(Rectangle bounds, const char *text, int forcedState)
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{
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static const int textColor[4] = { 0xeff6ffff, 0x78e782ff, 0xb04d5fff, 0xd6d6d6ff };
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int state = (forcedState >= 0)? forcedState : 0; // NORMAL
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bool pressed = false;
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Vector2 textSize = MeasureTextEx(font, text, font.baseSize, 1);
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// Update control
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//--------------------------------------------------------------------
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if ((state < 3) && (forcedState < 0))
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{
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Vector2 mousePoint = GetMousePosition();
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// Check button state
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if (CheckCollisionPointRec(mousePoint, bounds))
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{
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = 2; // PRESSED
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else state = 1; // FOCUSED
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
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{
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pressed = true;
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PlaySound(fxCoin);
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}
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}
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}
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npInfo.sourceRec.x = 80*state;
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//--------------------------------------------------------------------
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// Draw control
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//--------------------------------------------------------------------
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//DrawRectangleRec(bounds, GREEN);
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//DrawRectangleLinesEx(bounds, 4, DARKGREEN);
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DrawTextureNPatch(texNPatch, npInfo, bounds, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
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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]));
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//------------------------------------------------------------------
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return pressed;
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Change to next screen, no transition
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static void ChangeToScreen(int screen)
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{
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// Unload current screen
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switch (currentScreen)
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{
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case LOGO: UnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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case ENDING: UnloadEndingScreen(); break;
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default: break;
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}
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// Init next screen
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switch (screen)
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{
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case LOGO: InitLogoScreen(); break;
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case TITLE: InitTitleScreen(); break;
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case GAMEPLAY: InitGameplayScreen(); break;
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case ENDING: InitEndingScreen(); break;
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default: break;
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}
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currentScreen = screen;
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}
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// Define transition to next screen
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static void TransitionToScreen(int screen)
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{
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onTransition = true;
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transFadeOut = false;
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transFromScreen = currentScreen;
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transToScreen = screen;
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transAlpha = 0.0f;
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}
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// Update transition effect
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static void UpdateTransition(void)
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{
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if (!transFadeOut)
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{
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transAlpha += 0.05f;
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// NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
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// For that reason we compare against 1.01f, to avoid last frame loading stop
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if (transAlpha > 1.01f)
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{
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transAlpha = 1.0f;
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// Unload current screen
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switch (transFromScreen)
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{
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case LOGO: UnloadLogoScreen(); break;
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case TITLE: UnloadTitleScreen(); break;
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case GAMEPLAY: UnloadGameplayScreen(); break;
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case ENDING: UnloadEndingScreen(); break;
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default: break;
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}
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// Load next screen
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switch (transToScreen)
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{
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case LOGO: InitLogoScreen(); break;
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case TITLE: InitTitleScreen(); break;
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case GAMEPLAY: InitGameplayScreen(); break;
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case ENDING: InitEndingScreen(); break;
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default: break;
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}
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currentScreen = transToScreen;
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// Activate fade out effect to next loaded screen
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transFadeOut = true;
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}
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}
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else // Transition fade out logic
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{
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transAlpha -= 0.02f;
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if (transAlpha < -0.01f)
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{
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transAlpha = 0.0f;
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transFadeOut = false;
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onTransition = false;
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transFromScreen = -1;
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transToScreen = -1;
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}
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}
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}
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// Draw transition effect (full-screen rectangle)
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static void DrawTransition(void)
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{
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
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}
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// Update and draw game frame
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static void UpdateDrawFrame(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateMusicStream(music); // NOTE: Music keeps playing between screens
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if (!onTransition)
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{
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switch(currentScreen)
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{
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case LOGO:
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{
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UpdateLogoScreen();
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if (FinishLogoScreen())
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{
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TransitionToScreen(TITLE);
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PlayMusicStream(music);
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}
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} break;
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case TITLE:
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{
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UpdateTitleScreen();
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if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
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//else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
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} break;
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case GAMEPLAY:
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{
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UpdateGameplayScreen();
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if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
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//else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
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} break;
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case ENDING:
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{
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UpdateEndingScreen();
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if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
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} break;
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default: break;
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}
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}
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else UpdateTransition(); // Update transition (fade-in, fade-out)
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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switch(currentScreen)
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{
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case LOGO: DrawLogoScreen(); break;
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case TITLE: DrawTitleScreen(); break;
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case GAMEPLAY: DrawGameplayScreen(); break;
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case ENDING: DrawEndingScreen(); break;
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default: break;
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}
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// Draw full screen rectangle in front of everything
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if (onTransition) DrawTransition();
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//DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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Reference in New Issue
Block a user