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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:
246
games/repair/screens/screen_ending.c
Normal file
246
games/repair/screens/screen_ending.c
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@ -0,0 +1,246 @@
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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
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*
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* 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.
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||||
*
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||||
* 3. This notice may not be removed or altered from any source distribution.
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||||
*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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typedef struct {
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int hair;
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int colHair;
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int eyes;
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int nose;
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int mouth;
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//int glasses;
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//int piercing;
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} CharLikes;
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Ending screen global variables
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static int framesCounter = 0;
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static int finishScreen = 0;
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static Texture2D texQmark = { 0 };
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static Texture2D texMatch = { 0 };
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static int state = 0;
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static int matchValue = 0;
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static CharLikes playerLikes = { 0 };
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static CharLikes playerBaseLikes = { 0 };
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Ending Screen Initialization logic
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void InitEndingScreen(void)
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{
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framesCounter = 0;
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finishScreen = 0;
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state = 0;
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CustomizeCharacter(&dating);
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texQmark = LoadTexture("resources/qmark.png");
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texMatch = LoadTexture("resources/match.png");
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}
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// Ending Screen Update logic
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void UpdateEndingScreen(void)
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{
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if (state == 0)
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{
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framesCounter++;
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if (framesCounter > 200)
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{
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state = 1;
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// Check like percentatge for player base (playerBaseLikes)
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if (playerBase.hair == dating.hair) playerBaseLikes.hair = GetRandomValue(70, 100);
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else if (playerBase.hair == datingBase.hair) playerBaseLikes.hair = GetRandomValue(0, 30);
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else playerBaseLikes.hair = GetRandomValue(0, 100);
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if (playerBase.colHair == dating.colHair) playerBaseLikes.colHair = GetRandomValue(70, 100);
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else if (playerBase.colHair == datingBase.colHair) playerBaseLikes.colHair = GetRandomValue(0, 30);
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else playerBaseLikes.colHair = GetRandomValue(0, 100);
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if (playerBase.eyes == dating.eyes) playerBaseLikes.eyes = GetRandomValue(70, 100);
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else if (playerBase.eyes == datingBase.eyes) playerBaseLikes.eyes = GetRandomValue(0, 30);
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else playerBaseLikes.eyes = GetRandomValue(0, 100);
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if (playerBase.nose == dating.nose) playerBaseLikes.nose = GetRandomValue(70, 100);
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else if (playerBase.nose == datingBase.nose) playerBaseLikes.nose = GetRandomValue(0, 30);
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else playerBaseLikes.nose = GetRandomValue(0, 100);
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if (playerBase.mouth == dating.mouth) playerBaseLikes.mouth = GetRandomValue(70, 100);
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else if (playerBase.mouth == datingBase.mouth) playerBaseLikes.mouth = GetRandomValue(0, 30);
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else playerBaseLikes.mouth = GetRandomValue(0, 100);
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// Check like percentatge for player (playerLikes)
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if (player.hair == dating.hair) playerLikes.hair = GetRandomValue(70, 100);
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else if (player.hair == datingBase.hair) playerLikes.hair = GetRandomValue(0, 30);
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else playerLikes.hair = GetRandomValue(0, 100);
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if (player.colHair == dating.colHair) playerLikes.colHair = GetRandomValue(70, 100);
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else if (player.colHair == datingBase.colHair) playerLikes.colHair = GetRandomValue(0, 30);
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else playerLikes.colHair = GetRandomValue(0, 100);
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if (player.eyes == dating.eyes) playerLikes.eyes = GetRandomValue(70, 100);
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else if (player.eyes == datingBase.eyes) playerLikes.eyes = GetRandomValue(0, 30);
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else playerLikes.eyes = GetRandomValue(0, 100);
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if (player.nose == dating.nose) playerLikes.nose = GetRandomValue(70, 100);
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else if (player.nose == datingBase.nose) playerLikes.nose = GetRandomValue(0, 30);
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else playerLikes.nose = GetRandomValue(0, 100);
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if (player.mouth == dating.mouth) playerLikes.mouth = GetRandomValue(70, 100);
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else if (player.mouth == datingBase.mouth) playerLikes.mouth = GetRandomValue(0, 30);
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else playerLikes.mouth = GetRandomValue(0, 100);
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// NOTE: Max possible points to get 5*100 = 500
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// If getting > 250 player likes! :D
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matchValue = playerLikes.hair + playerLikes.colHair + playerLikes.eyes + playerLikes.nose + playerLikes.mouth;
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}
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}
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else if (state == 1)
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{
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// Levels animation?
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}
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// Press enter or tap to return to TITLE screen
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if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
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{
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finishScreen = 1;
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PlaySound(fxCoin);
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}
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}
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// Ending Screen Draw logic
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void DrawEndingScreen(void)
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{
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// Draw background
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DrawTexture(background, 0, 0, GetColor(0xf6aa60ff));
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DrawCharacter(player, (Vector2){ 180, 40 });
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DrawCharacter(dating, (Vector2){ 820, 40 });
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if (state == 0)
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{
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if ((framesCounter/15)%2 == 1) DrawTexture(texQmark, GetScreenWidth()/2 - texQmark.width/2, 180, WHITE);
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}
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else if (state == 1)
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{
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DrawTextEx(font, TextFormat("MATCH: %i%%", (int)(((float)matchValue/500.0f)*100.0f)), (Vector2){ 420, 40 }, font.baseSize*2, 1, SKYBLUE);
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DrawTextureRec(texMatch, (Rectangle){ 0, (matchValue > 250)? 0 : texMatch.height/2, texMatch.width, texMatch.height/2 }, (Vector2){ GetScreenWidth()/2 - texMatch.width/2, 240 }, WHITE);
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int barsPositionX = 80;
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//DrawRectangle(0, 530, GetScreenWidth(), GetScreenHeight() - 530, Fade(GRAY, 0.6f));
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//DrawRectangleLines(0, 530, GetScreenWidth(), GetScreenHeight() - 530, Fade(DARKGRAY, 0.8f));
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// Draw like values: player base
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DrawTextEx(font, "HAIR:", (Vector2){ barsPositionX, 550 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 550 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 550 + 6, playerBaseLikes.hair*4, font.baseSize/4, RED);
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DrawTextEx(font, "TINT:", (Vector2){ barsPositionX, 580 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 580 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 580 + 6, playerBaseLikes.colHair*4, font.baseSize/4, RED);
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DrawTextEx(font, "EYES:", (Vector2){ barsPositionX, 610 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 610 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 610 + 6, playerBaseLikes.eyes*4, font.baseSize/4, RED);
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DrawTextEx(font, "NOSE:", (Vector2){ barsPositionX, 640 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 640 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 640 + 6, playerBaseLikes.nose*4, font.baseSize/4, RED);
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DrawTextEx(font, "LIPS:", (Vector2){ barsPositionX, 670 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80, 670 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80, 670 + 6, playerBaseLikes.mouth*4, font.baseSize/4, RED);
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// Draw like values: player
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if (player.hair != playerBase.hair)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 550 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 550 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 550 + 6, playerLikes.hair*4, font.baseSize/4, RED);
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}
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if (player.colHair != playerBase.colHair)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 580 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 580 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 580 + 6, playerLikes.colHair*4, font.baseSize/4, RED);
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}
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if (player.eyes != playerBase.eyes)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 610 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 610 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 610 + 6, playerLikes.eyes*4, font.baseSize/4, RED);
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}
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if (player.nose != playerBase.nose)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 640 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 640 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 640 + 6, playerLikes.nose*4, font.baseSize/4, RED);
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}
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if (player.mouth != playerBase.mouth)
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{
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DrawTextEx(font, "after re-touch:", (Vector2){ barsPositionX + 80 + 400 + 20, 670 }, font.baseSize/2, 1, WHITE);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 670 + 6, 400, font.baseSize/4, GRAY);
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DrawRectangle(barsPositionX + 80 + 400 + 100 + 90, 670 + 6, playerLikes.mouth*4, font.baseSize/4, RED);
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}
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// Draw left button: date!
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if (GuiButton((Rectangle){ GetScreenWidth() - 280, 60, 260, 80 }, "AGAIN!", -1))
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{
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finishScreen = 1;
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}
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}
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}
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// Ending Screen Unload logic
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void UnloadEndingScreen(void)
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{
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UnloadTexture(texQmark);
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UnloadTexture(texMatch);
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}
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// Ending Screen should finish?
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int FinishEndingScreen(void)
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{
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return finishScreen;
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}
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169
games/repair/screens/screen_gameplay.c
Normal file
169
games/repair/screens/screen_gameplay.c
Normal file
@ -0,0 +1,169 @@
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/**********************************************************************************************
|
||||
*
|
||||
* 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"
|
||||
|
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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 };
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||||
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
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
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
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
|
||||
Reference in New Issue
Block a user