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REVIEWED: Advance template
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202
templates/advance_game/screen_logo.c
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202
templates/advance_game/screen_logo.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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* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2021 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
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* 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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//----------------------------------------------------------------------------------
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// Module Variables Definition (local)
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//----------------------------------------------------------------------------------
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static int framesCounter = 0;
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static int finishScreen = 0;
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static int logoPositionX = 0;
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static int logoPositionY = 0;
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static int lettersCount = 0;
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static int topSideRecWidth = 0;
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static int leftSideRecHeight = 0;
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static int bottomSideRecWidth = 0;
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static int rightSideRecHeight = 0;
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static char raylib[8] = { 0 }; // raylib text array, max 8 letters
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static int state = 0; // Tracking animation states (State Machine)
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static float alpha = 1.0f; // Useful for fading
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Logo Screen Initialization logic
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void InitLogoScreen(void)
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{
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// Initialize LOGO screen variables here!
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finishScreen = 0;
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framesCounter = 0;
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lettersCount = 0;
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logoPositionX = GetScreenWidth()/2 - 128;
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logoPositionY = GetScreenHeight()/2 - 128;
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for (int i = 0; i < 8; i++) raylib[i] = '\0';
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state = 0;
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alpha = 1.0f;
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}
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// Logo Screen Update logic
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void UpdateLogoScreen(void)
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{
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// Update LOGO screen variables here!
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if (state == 0) // State 0: Small box blinking
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{
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framesCounter++;
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if (framesCounter == 80)
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{
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state = 1;
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framesCounter = 0; // Reset counter... will be used later...
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}
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}
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else if (state == 1) // State 1: Top and left bars growing
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{
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topSideRecWidth += 8;
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leftSideRecHeight += 8;
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if (topSideRecWidth == 256) state = 2;
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}
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else if (state == 2) // State 2: Bottom and right bars growing
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{
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bottomSideRecWidth += 8;
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rightSideRecHeight += 8;
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if (bottomSideRecWidth == 256) state = 3;
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}
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else if (state == 3) // State 3: Letters appearing (one by one)
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{
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framesCounter++;
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if (framesCounter/10) // Every 12 frames, one more letter!
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{
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lettersCount++;
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framesCounter = 0;
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}
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switch (lettersCount)
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{
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case 1: raylib[0] = 'r'; break;
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case 2: raylib[1] = 'a'; break;
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case 3: raylib[2] = 'y'; break;
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case 4: raylib[3] = 'l'; break;
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case 5: raylib[4] = 'i'; break;
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case 6: raylib[5] = 'b'; break;
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default: break;
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}
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// When all letters have appeared...
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if (lettersCount >= 10)
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{
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state = 4;
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framesCounter = 0;
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}
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}
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else if (state == 4)
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{
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framesCounter++;
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if (framesCounter > 100)
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{
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alpha -= 0.02f;
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if (alpha <= 0.0f)
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{
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alpha = 0.0f;
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finishScreen = 1;
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}
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}
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}
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}
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// Logo Screen Draw logic
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void DrawLogoScreen(void)
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{
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if (state == 0)
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{
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if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
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}
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else if (state == 1)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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}
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else if (state == 2)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
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}
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else if (state == 3)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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}
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else if (state == 4)
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
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}
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}
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// Logo Screen Unload logic
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void UnloadLogoScreen(void)
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{
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// Unload LOGO screen variables here!
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}
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// Logo Screen should finish?
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int FinishLogoScreen(void)
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{
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return finishScreen;
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}
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