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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.
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143
games/transmission/screens/screens.h
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143
games/transmission/screens/screens.h
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/**********************************************************************************************
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*
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* raylib - transmission mission
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*
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* Screens Functions Declarations (Init, Update, Draw, Unload)
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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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#ifndef SCREENS_H
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#define SCREENS_H
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#define MAX_CODING_WORDS 12
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#define MAX_MISSION_WORDS 8
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO = 0, TITLE, MISSION, GAMEPLAY, ENDING } GameScreen;
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// Words to be coded or coding words
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typedef struct Word {
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int id;
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Rectangle rec;
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Rectangle iniRec;
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bool hover;
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bool picked;
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char text[32]; // text
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} Word;
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// Mission information
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typedef struct Mission {
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int id;
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char brief[512]; // Mission briefing
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char key[32]; // Mission keyword
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char msg[256]; // Message to be coded
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int wordsCount; // Number of words to coded
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int sols[10]; // Solution code, depends on wordsCount
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} Mission;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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GameScreen currentScreen;
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Music music;
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Sound fxButton;
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//Mission *missions;
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// UI BUTTON
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Rectangle recButton;
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float fadeButton;
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Color colorButton;
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Texture2D texButton;
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Vector2 textPositionButton;
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int fontSizeButton;
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Color textColorButton;
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int currentMission;
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int totalMissions;
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SpriteFont fontMission;
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Word messageWords[MAX_MISSION_WORDS];
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Transmission Functions Declaration
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//----------------------------------------------------------------------------------
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bool IsButtonPressed();
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void DrawButton(const char *text);
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Mission *LoadMissions(const char *fileName);
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitLogoScreen(void);
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void UpdateLogoScreen(void);
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void DrawLogoScreen(void);
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void UnloadLogoScreen(void);
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int FinishLogoScreen(void);
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//----------------------------------------------------------------------------------
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// Title Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitTitleScreen(void);
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void UpdateTitleScreen(void);
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void DrawTitleScreen(void);
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void UnloadTitleScreen(void);
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int FinishTitleScreen(void);
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//----------------------------------------------------------------------------------
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// Mission Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitMissionScreen(void);
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void UpdateMissionScreen(void);
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void DrawMissionScreen(void);
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void UnloadMissionScreen(void);
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int FinishMissionScreen(void);
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitGameplayScreen(void);
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void UpdateGameplayScreen(void);
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void DrawGameplayScreen(void);
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void UnloadGameplayScreen(void);
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int FinishGameplayScreen(void);
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitEndingScreen(void);
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void UpdateEndingScreen(void);
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void DrawEndingScreen(void);
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void UnloadEndingScreen(void);
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int FinishEndingScreen(void);
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#ifdef __cplusplus
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}
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#endif
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#endif // SCREENS_H
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