1 | /******************************************************************************************* |
2 | * |
3 | * SKULLY ESCAPE [KING GAME JAM 2015] |
4 | * |
5 | * A scary graphic adventure in an old mansion |
6 | * |
7 | * This game has been created using raylib 1.6 (www.raylib.com) |
8 | * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
9 | * |
10 | * Copyright (c) 2015 Ramon Santamaria (@raysan5) |
11 | * |
12 | ********************************************************************************************/ |
13 | |
14 | #include "raylib.h" |
15 | #include "screens/screens.h" // NOTE: Defines global variable: currentScreen |
16 | |
17 | #include "player.h" |
18 | |
19 | #if defined(PLATFORM_WEB) |
20 | #include <emscripten/emscripten.h> |
21 | #endif |
22 | |
23 | //---------------------------------------------------------------------------------- |
24 | // Global Variables Definition (local to this module) |
25 | //---------------------------------------------------------------------------------- |
26 | const int screenWidth = 1280; |
27 | const int screenHeight = 720; |
28 | |
29 | // Required variables to manage screen transitions (fade-in, fade-out) |
30 | float transAlpha = 0; |
31 | bool onTransition = false; |
32 | bool transFadeOut = false; |
33 | int transFromScreen = -1; |
34 | int transToScreen = -1; |
35 | |
36 | static int framesCounter = 0; |
37 | |
38 | Music music; |
39 | |
40 | //---------------------------------------------------------------------------------- |
41 | // Local Functions Declaration |
42 | //---------------------------------------------------------------------------------- |
43 | void TransitionToScreen(int screen); |
44 | void ChangeToScreen(int screen); // No transition effect |
45 | void UpdateTransition(void); |
46 | void DrawTransition(void); |
47 | |
48 | void UpdateDrawFrame(void); // Update and Draw one frame |
49 | |
50 | //---------------------------------------------------------------------------------- |
51 | // Main entry point |
52 | //---------------------------------------------------------------------------------- |
53 | int main(void) |
54 | { |
55 | // Initialization (Note windowTitle is unused on Android) |
56 | //--------------------------------------------------------- |
57 | InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM 2015]" ); |
58 | |
59 | // Global data loading (assets that must be available in all screens, i.e. fonts) |
60 | InitAudioDevice(); |
61 | |
62 | music = LoadMusicStream("resources/audio/come_play_with_me.ogg" ); |
63 | PlayMusicStream(music); |
64 | |
65 | font = LoadFont("resources/textures/alagard.png" ); |
66 | doors = LoadTexture("resources/textures/doors.png" ); |
67 | sndDoor = LoadSound("resources/audio/door.ogg" ); |
68 | sndScream = LoadSound("resources/audio/scream.ogg" ); |
69 | |
70 | InitPlayer(); |
71 | |
72 | // Setup and Init first screen |
73 | currentScreen = LOGO; |
74 | InitLogoScreen(); |
75 | |
76 | #if defined(PLATFORM_WEB) |
77 | emscripten_set_main_loop(UpdateDrawFrame, 0, 1); |
78 | #else |
79 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
80 | //-------------------------------------------------------------------------------------- |
81 | |
82 | // Main game loop |
83 | while (!WindowShouldClose()) // Detect window close button or ESC key |
84 | { |
85 | UpdateDrawFrame(); |
86 | } |
87 | #endif |
88 | |
89 | // De-Initialization |
90 | //-------------------------------------------------------------------------------------- |
91 | |
92 | // Unload all global loaded data (i.e. fonts) here! |
93 | UnloadPlayer(); |
94 | UnloadFont(font); |
95 | UnloadTexture(doors); |
96 | UnloadSound(sndDoor); |
97 | UnloadSound(sndScream); |
98 | |
99 | UnloadMusicStream(music); |
100 | |
101 | CloseAudioDevice(); |
102 | |
103 | CloseWindow(); // Close window and OpenGL context |
104 | //-------------------------------------------------------------------------------------- |
105 | |
106 | return 0; |
107 | } |
108 | |
109 | void TransitionToScreen(int screen) |
110 | { |
111 | onTransition = true; |
112 | transFromScreen = currentScreen; |
113 | transToScreen = screen; |
114 | } |
115 | |
116 | void ChangeToScreen(int screen) |
117 | { |
118 | switch (currentScreen) |
119 | { |
120 | case LOGO: UnloadLogoScreen(); break; |
121 | case LOGO_RL: rlUnloadLogoScreen(); break; |
122 | case TITLE: UnloadTitleScreen(); break; |
123 | case ATTIC: UnloadAtticScreen(); break; |
124 | case AISLE01: UnloadAisle01Screen();break; |
125 | case AISLE02: UnloadAisle02Screen();break; |
126 | case ARMORY: UnloadArmoryScreen();break; |
127 | case LIVINGROOM: UnloadLivingroomScreen();break; |
128 | case KITCHEN: UnloadKitchenScreen(); break; |
129 | case BATHROOM: UnloadBathroomScreen(); break; |
130 | case ENDING: UnloadEndingScreen(); break; |
131 | default: break; |
132 | } |
133 | |
134 | switch (screen) |
135 | { |
136 | case LOGO: InitLogoScreen(); break; |
137 | case LOGO_RL: rlInitLogoScreen(); break; |
138 | case TITLE: InitTitleScreen(); break; |
139 | case ATTIC: InitAtticScreen(); break; |
140 | case AISLE01: InitAisle01Screen();break; |
141 | case AISLE02: InitAisle02Screen();break; |
142 | case ARMORY: InitArmoryScreen();break; |
143 | case LIVINGROOM: InitLivingroomScreen();break; |
144 | case KITCHEN: InitKitchenScreen(); break; |
145 | case BATHROOM: InitBathroomScreen(); break; |
146 | case ENDING: InitEndingScreen(); break; |
147 | default: break; |
148 | } |
149 | |
150 | currentScreen = screen; |
151 | } |
152 | |
153 | void UpdateTransition(void) |
154 | { |
155 | if (!transFadeOut) |
156 | { |
157 | transAlpha += 0.05f; |
158 | |
159 | if (transAlpha >= 1.0) |
160 | { |
161 | transAlpha = 1.0; |
162 | |
163 | switch (transFromScreen) |
164 | { |
165 | case LOGO: UnloadLogoScreen(); break; |
166 | case LOGO_RL: rlUnloadLogoScreen(); break; |
167 | case TITLE: UnloadTitleScreen(); break; |
168 | case ATTIC: UnloadAtticScreen(); break; |
169 | case AISLE01: UnloadAisle01Screen();break; |
170 | case AISLE02: UnloadAisle02Screen();break; |
171 | case ARMORY: UnloadArmoryScreen();break; |
172 | case LIVINGROOM: UnloadLivingroomScreen();break; |
173 | case KITCHEN: UnloadKitchenScreen(); break; |
174 | case BATHROOM: UnloadBathroomScreen(); break; |
175 | case ENDING: UnloadEndingScreen(); break; |
176 | default: break; |
177 | } |
178 | |
179 | switch (transToScreen) |
180 | { |
181 | case LOGO: |
182 | { |
183 | InitLogoScreen(); |
184 | currentScreen = LOGO; |
185 | } break; |
186 | case LOGO_RL: |
187 | { |
188 | rlInitLogoScreen(); |
189 | currentScreen = LOGO_RL; |
190 | } break; |
191 | case TITLE: |
192 | { |
193 | InitTitleScreen(); |
194 | currentScreen = TITLE; |
195 | } break; |
196 | case ATTIC: |
197 | { |
198 | InitAtticScreen(); |
199 | currentScreen = ATTIC; |
200 | } break; |
201 | case AISLE01: |
202 | { |
203 | InitAisle01Screen(); |
204 | currentScreen = AISLE01; |
205 | } break; |
206 | case AISLE02: |
207 | { |
208 | InitAisle02Screen(); |
209 | currentScreen = AISLE02; |
210 | } break; |
211 | case BATHROOM: |
212 | { |
213 | InitBathroomScreen(); |
214 | currentScreen = BATHROOM; |
215 | } break; |
216 | case LIVINGROOM: |
217 | { |
218 | InitLivingroomScreen(); |
219 | currentScreen = LIVINGROOM; |
220 | } break; |
221 | case KITCHEN: |
222 | { |
223 | InitKitchenScreen(); |
224 | currentScreen = KITCHEN; |
225 | } break; |
226 | case ARMORY: |
227 | { |
228 | InitArmoryScreen(); |
229 | currentScreen = ARMORY; |
230 | } break; |
231 | case ENDING: |
232 | { |
233 | InitEndingScreen(); |
234 | currentScreen = ENDING; |
235 | } break; |
236 | default: break; |
237 | } |
238 | |
239 | transFadeOut = true; |
240 | } |
241 | } |
242 | else // Transition fade out logic |
243 | { |
244 | transAlpha -= 0.05f; |
245 | |
246 | if (transAlpha <= 0) |
247 | { |
248 | transAlpha = 0; |
249 | transFadeOut = false; |
250 | onTransition = false; |
251 | transFromScreen = -1; |
252 | transToScreen = -1; |
253 | } |
254 | } |
255 | } |
256 | |
257 | void DrawTransition(void) |
258 | { |
259 | DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha)); |
260 | } |
261 | |
262 | // Update and draw game frame |
263 | void UpdateDrawFrame(void) |
264 | { |
265 | // Update |
266 | //---------------------------------------------------------------------------------- |
267 | if (!onTransition) |
268 | { |
269 | if (player.dead) |
270 | { |
271 | framesCounter++; |
272 | |
273 | if (framesCounter > 80) |
274 | { |
275 | framesCounter = 0; |
276 | player.dead = false; |
277 | player.numLifes = 4; |
278 | |
279 | TransitionToScreen(TITLE); |
280 | } |
281 | } |
282 | |
283 | switch(currentScreen) |
284 | { |
285 | case LOGO: |
286 | { |
287 | UpdateLogoScreen(); |
288 | |
289 | if (FinishLogoScreen()) ChangeToScreen(LOGO_RL); |
290 | |
291 | } break; |
292 | case LOGO_RL: |
293 | { |
294 | rlUpdateLogoScreen(); |
295 | |
296 | if (rlFinishLogoScreen()) TransitionToScreen(TITLE); |
297 | |
298 | } break; |
299 | case TITLE: |
300 | { |
301 | UpdateTitleScreen(); |
302 | |
303 | if (FinishTitleScreen() == 1) TransitionToScreen(ATTIC); |
304 | |
305 | } break; |
306 | case ATTIC: |
307 | { |
308 | UpdateAtticScreen(); |
309 | |
310 | if (FinishAtticScreen() == 1) TransitionToScreen(AISLE01); |
311 | |
312 | } break; |
313 | case AISLE01: |
314 | { |
315 | UpdateAisle01Screen(); |
316 | |
317 | if (FinishAisle01Screen() == 1) TransitionToScreen(BATHROOM); |
318 | else if(FinishAisle01Screen() == 2) TransitionToScreen(KITCHEN); |
319 | else if(FinishAisle01Screen() == 3) TransitionToScreen(LIVINGROOM); |
320 | |
321 | } break; |
322 | case BATHROOM: |
323 | { |
324 | UpdateBathroomScreen(); |
325 | |
326 | if (FinishBathroomScreen() == 1) TransitionToScreen(AISLE01); |
327 | |
328 | } break; |
329 | case LIVINGROOM: |
330 | { |
331 | UpdateLivingroomScreen(); |
332 | |
333 | if (FinishLivingroomScreen() == 1) TransitionToScreen(AISLE01); |
334 | else if(FinishLivingroomScreen() == 2)TransitionToScreen(AISLE02); |
335 | |
336 | } break; |
337 | case AISLE02: |
338 | { |
339 | UpdateAisle02Screen(); |
340 | |
341 | if (FinishAisle02Screen() == 1) TransitionToScreen(KITCHEN); |
342 | |
343 | } break; |
344 | case KITCHEN: |
345 | { |
346 | UpdateKitchenScreen(); |
347 | |
348 | if (FinishKitchenScreen() == 1) TransitionToScreen(ARMORY); |
349 | else if(FinishKitchenScreen() == 2)TransitionToScreen(AISLE02); |
350 | |
351 | } break; |
352 | case ARMORY: |
353 | { |
354 | UpdateArmoryScreen(); |
355 | |
356 | if(FinishArmoryScreen() == 1) TransitionToScreen(ENDING); |
357 | else if(FinishArmoryScreen() == 2) TransitionToScreen(KITCHEN); |
358 | |
359 | } break; |
360 | case ENDING: |
361 | { |
362 | UpdateEndingScreen(); |
363 | |
364 | if (FinishEndingScreen()) TransitionToScreen(TITLE); |
365 | |
366 | } break; |
367 | default: break; |
368 | } |
369 | } |
370 | else |
371 | { |
372 | // Update transition (fade-in, fade-out) |
373 | UpdateTransition(); |
374 | } |
375 | |
376 | UpdateMusicStream(music); |
377 | //---------------------------------------------------------------------------------- |
378 | |
379 | // Draw |
380 | //---------------------------------------------------------------------------------- |
381 | BeginDrawing(); |
382 | |
383 | ClearBackground(RAYWHITE); |
384 | |
385 | switch(currentScreen) |
386 | { |
387 | case LOGO: DrawLogoScreen(); break; |
388 | case LOGO_RL: rlDrawLogoScreen(); break; |
389 | case TITLE: DrawTitleScreen(); break; |
390 | case ATTIC: DrawAtticScreen(); break; |
391 | case AISLE01: DrawAisle01Screen();break; |
392 | case AISLE02: DrawAisle02Screen();break; |
393 | case BATHROOM: DrawBathroomScreen();break; |
394 | case LIVINGROOM: DrawLivingroomScreen();break; |
395 | case KITCHEN: DrawKitchenScreen();break; |
396 | case ARMORY: DrawArmoryScreen();break; |
397 | case ENDING: DrawEndingScreen(); break; |
398 | default: break; |
399 | } |
400 | |
401 | if (onTransition) DrawTransition(); |
402 | |
403 | //DrawFPS(10, 10); |
404 | |
405 | EndDrawing(); |
406 | //---------------------------------------------------------------------------------- |
407 | } |
408 | |
409 | |