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Upload GGJ18 game: transmission mission
Game developed in the GGJ18, it has some bugs and ending screen is incomplete... I'll try to keep working a bit more on it.
This commit is contained in:
168
games/transmission/screens/screen_title.c
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168
games/transmission/screens/screen_title.c
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/**********************************************************************************************
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*
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* raylib - transmission mission
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*
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*
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* Copyright (c) 2014-2018 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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#include <string.h>
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Title screen global variables
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static int framesCounter;
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static int finishScreen;
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static Texture2D texBackground;
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static SpriteFont fontTitle;
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static Sound fxTyping;
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static float titleSize;
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static Vector2 transmissionPosition;
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static Vector2 missionPositon;
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static const char textTitle[20] = "transmissionmission";
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static Color titleColor;
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static int speedText;
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static int transmissionLenght;
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static int missionLenght;
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static int transmissionMaxLenght;
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static int missionMaxLenght;
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static bool writeTransmission;
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static bool writeMission;
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static bool writeEnd;
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//----------------------------------------------------------------------------------
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// Title Screen Functions Definition
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//----------------------------------------------------------------------------------
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static void MissionScreen();
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// Title Screen Initialization logic
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void InitTitleScreen(void)
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{
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// TODO: Initialize TITLE screen variables here!
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framesCounter = 0;
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finishScreen = 0;
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texBackground = LoadTexture("resources/textures/title_background.png");
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fxTyping = LoadSound("resources/audio/fx_typing.ogg");
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fontTitle = LoadSpriteFontEx("resources/fonts/fontTitle.ttf", 96, 0, 0);
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titleSize = 44;
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transmissionPosition = (Vector2){519, 221};
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missionPositon = (Vector2){580, 261};
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titleColor = BLACK;
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speedText = 15;
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missionLenght = 0;
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transmissionLenght = 0;
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missionMaxLenght = 7;
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transmissionMaxLenght = 12;
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writeTransmission = true;
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writeMission = false;
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writeEnd = false;
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currentMission = 0;
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}
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// Title Screen Update logic
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void UpdateTitleScreen(void)
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{
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if (!writeEnd)
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{
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framesCounter ++;
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if (framesCounter%speedText == 0)
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{
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framesCounter = 0;
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if (writeTransmission)
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{
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transmissionLenght++;
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if (transmissionLenght == transmissionMaxLenght)
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{
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writeTransmission = false;
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writeMission = true;
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}
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}
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else if (writeMission)
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{
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missionLenght++;
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if (missionLenght == missionMaxLenght)
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{
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writeMission = false;
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writeEnd = true;
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}
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}
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PlaySound(fxTyping);
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}
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}
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if(IsButtonPressed())
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{
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MissionScreen();
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}
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else if (IsKeyPressed(KEY_ENTER)) MissionScreen();
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}
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// Title Screen Draw logic
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void DrawTitleScreen(void)
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{
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DrawTexture(texBackground, 0,0, WHITE);
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DrawTextEx(fontTitle, SubText(textTitle, 0, transmissionLenght), transmissionPosition, titleSize, 0, titleColor);
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DrawTextEx(fontTitle, SubText(textTitle, 12, missionLenght), missionPositon, titleSize, 0, titleColor);
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DrawButton("start");
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}
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// Title Screen Unload logic
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void UnloadTitleScreen(void)
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{
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UnloadTexture(texBackground);
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UnloadSound(fxTyping);
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UnloadSpriteFont(fontTitle);
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}
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// Title Screen should finish?
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int FinishTitleScreen(void)
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{
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return finishScreen;
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}
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static void MissionScreen()
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{
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transmissionLenght = transmissionMaxLenght;
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missionLenght = missionMaxLenght;
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writeEnd = true;
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//finishScreen = 1; // OPTIONS
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finishScreen = true; // GAMEPLAY
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//PlaySound(fxCoin);
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}
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