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/*******************************************************************************************
*
* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
*
* Preparing a ritual session is not that easy.
* You must light all the candles before the astral alignment finishes...
* but dark creatures move in the shadows to put out all your lights!
* Be fast! Be smart! Light my ritual!
*
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
#include <stdlib.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
// Required variables to manage screen transitions (fade-in, fade-out)
float transAlpha = 0;
bool onTransition = false;
bool transFadeOut = false;
int transFromScreen = -1;
int transToScreen = -1;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
void ChangeToScreen(int screen); // No transition effect
void UpdateTransition(void);
void DrawTransition(void);
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM)
lightsMap = GetImageData(image); // Get image pixels data as an array of Color
lightsMapWidth = image.width;
lightsMapHeight = image.height;
UnloadImage(image); // Unload image from CPU memory (RAM)
//PlayMusicStream("resources/audio/come_play_with_me.ogg");
font = LoadSpriteFont("resources/font_arcadian.png");
//doors = LoadTexture("resources/textures/doors.png");
//sndDoor = LoadSound("resources/audio/door.ogg");
// Setup and Init first screen
currentScreen = LOGO_RL;
//InitTitleScreen();
//InitGameplayScreen();
rlInitLogoScreen();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
switch (currentScreen)
{
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
default: break;
}
// Unload all global loaded data (i.e. fonts) here!
UnloadSpriteFont(font);
//UnloadSound(sndDoor);
free(lightsMap);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
void ChangeToScreen(int screen)
{
switch (currentScreen)
{
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
default: break;
}
switch (screen)
{
case LOGO_RL: rlInitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case GAMEPLAY: InitGameplayScreen(); break;
default: break;
}
currentScreen = screen;
}
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.05f;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
switch (transFromScreen)
{
case LOGO_RL: rlUnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case GAMEPLAY: UnloadGameplayScreen(); break;
default: break;
}
switch (transToScreen)
{
case LOGO_RL:
{
rlInitLogoScreen();
currentScreen = LOGO_RL;
} break;
case TITLE:
{
InitTitleScreen();
currentScreen = TITLE;
} break;
case GAMEPLAY:
{
InitGameplayScreen();
currentScreen = GAMEPLAY;
} break;
default: break;
}
transFadeOut = true;
}
}
else // Transition fade out logic
{
transAlpha -= 0.05f;
if (transAlpha <= 0)
{
transAlpha = 0;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
transToScreen = -1;
}
}
}
void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
}
// Update and draw game frame
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
switch(currentScreen)
{
case LOGO_RL:
{
rlUpdateLogoScreen();
if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
} break;
case GAMEPLAY:
{
UpdateGameplayScreen();
if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
} break;
default: break;
}
}
else
{
// Update transition (fade-in, fade-out)
UpdateTransition();
}
UpdateMusicStream();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO_RL: rlDrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case GAMEPLAY: DrawGameplayScreen(); break;
default: break;
}
if (onTransition) DrawTransition();
//DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
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