Ejemplo n.º 1
0
// ----------------------------------------------------------------------------
//  Name: Update
//
//  Desc: Updates the scene.
// ----------------------------------------------------------------------------
HRESULT CGame::Update( FLOAT fElapsedTime )
{
	GameState NextState;

	// The way this works... Each state has an initialize function, an update
	// function and a render function. The update function can return a new
	// state to switch to, or return the current state to not switch states.
	switch( m_CurrentState )
	{
	case InitScreen:
		NextState = TitleScreen;
		break;

	case TitleScreen:
		// We are in the title screen, update it.
		NextState = UpdateTitleScreen( fElapsedTime );
		break;

	case GameScreen:
		// We are in the game screen, update it.
		NextState = UpdateGameScreen( fElapsedTime );
		break;

	default:
		return D3D_OK;
	}

	if( NextState != m_CurrentState )
	{
		// We are switching states.
		DbgPrint( "Switching states." );

		m_PreviousState = m_CurrentState;
		m_CurrentState = NextState;

		switch( NextState )
		{
		case ExitingScreen:
			// Causes the program to shut down.
			PostMessage( NULL, WM_CLOSE, 0U, 0U );
			return D3D_OK;

		case GameScreen:
			// If we switched to the GameScreen state, initialize the game.
			InitGameScreen();
			break;

		case TitleScreen:
			// If we switched to the TitleScreen state, initialize the title
			// screen.
			InitTitleScreen();
			break;
		}
	}

	return D3D_OK;
}
Ejemplo n.º 2
0
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;
        }
    }
}
Ejemplo n.º 3
0
// Update transition effect
static void UpdateTransition(void)
{
    if (!transFadeOut)
    {
        transAlpha += 0.05f;
        
        // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
        // For that reason we compare against 1.01f, to avoid last frame loading stop
        if ((int)transAlpha >= 1)
        {
            transAlpha = 1.0f;
        
            // Unload current screen
            switch (transFromScreen)
            {
                case LOGO: UnloadLogoScreen(); break;
                case TITLE: UnloadTitleScreen(); break;
                case GAMEPLAY: UnloadGameplayScreen(); break;
                case ENDING: UnloadEndingScreen(); break;
                default: break;
            }
            
            // Load next screen
            switch (transToScreen)
            {
                case LOGO: InitLogoScreen(); break;
                case TITLE: InitTitleScreen(); break;
                case GAMEPLAY: InitGameplayScreen(); break;
                case ENDING: InitEndingScreen(); break;
                default: break;
            }
            
            currentScreen = transToScreen;
            
            // Activate fade out effect to next loaded screen
            transFadeOut = true;
        }
    }
    else  // Transition fade out logic
    {
        transAlpha -= 0.05f;
        
        if ((int)transAlpha <= 0)
        {
            transAlpha = 0.0f;
            transFadeOut = false;
            onTransition = false;
            transFromScreen = -1;
            transToScreen = -1;
        }
    }
}
Ejemplo n.º 4
0
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;
}
Ejemplo n.º 5
0
void ChangeToScreen(int screen)
{
    switch (currentScreen)
    {
        case LOGO: UnloadLogoScreen(); break;
        case LOGO_RL: rlUnloadLogoScreen(); break;
        case TITLE: UnloadTitleScreen(); break;
        case ATTIC: UnloadAtticScreen(); break;
        case AISLE01: UnloadAisle01Screen();break;
        case AISLE02: UnloadAisle02Screen();break;
        case ARMORY: UnloadArmoryScreen();break;
        case LIVINGROOM: UnloadLivingroomScreen();break;
        case KITCHEN: UnloadKitchenScreen(); break;
        case BATHROOM: UnloadBathroomScreen(); break;
        case ENDING: UnloadEndingScreen(); break;
        default: break;
    }
    
    switch (screen)
    {
        case LOGO: InitLogoScreen(); break;
        case LOGO_RL: rlInitLogoScreen(); break;
        case TITLE: InitTitleScreen(); break;
        case ATTIC: InitAtticScreen(); break;
        case AISLE01: InitAisle01Screen();break;
        case AISLE02: InitAisle02Screen();break;
        case ARMORY: InitArmoryScreen();break;
        case LIVINGROOM: InitLivingroomScreen();break;
        case KITCHEN: InitKitchenScreen(); break;
        case BATHROOM: InitBathroomScreen(); break;
        case ENDING: InitEndingScreen(); break;
        default: break;
    }
    
    currentScreen = screen;
}
Ejemplo n.º 6
0
// Change to next screen, no transition
static void ChangeToScreen(int screen)
{
    // Unload current screen
    switch (currentScreen)
    {
        case LOGO: UnloadLogoScreen(); break;
        case TITLE: UnloadTitleScreen(); break;
        case GAMEPLAY: UnloadGameplayScreen(); break;
        case ENDING: UnloadEndingScreen(); break;
        default: break;
    }
    
    // Init next screen
    switch (screen)
    {
        case LOGO: InitLogoScreen(); break;
        case TITLE: InitTitleScreen(); break;
        case GAMEPLAY: InitGameplayScreen(); break;
        case ENDING: InitEndingScreen(); break;
        default: break;
    }
    
    currentScreen = screen;
}
Ejemplo n.º 7
0
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void) 
{
	// Initialization (Note windowTitle is unused on Android)
	//---------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "KOALA SEASONS");

    // Load global data here (assets that must be available in all screens, i.e. fonts)
    font = LoadFont("resources/graphics/mainfont.png");

    atlas01 = LoadTexture("resources/graphics/atlas01.png");
    atlas02 = LoadTexture("resources/graphics/atlas02.png");
    
#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
    colorBlend = LoadShader("resources/shaders/glsl100/base.vs", "resources/shaders/glsl100/blend_color.fs");
#else
    colorBlend = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/blend_color.fs");
#endif

    InitAudioDevice();
    
    // Load sounds data
    fxJump = LoadSound("resources/audio/jump.ogg");
    fxDash = LoadSound("resources/audio/dash.ogg");
    fxEatLeaves = LoadSound("resources/audio/eat_leaves.ogg");
    fxHitResin = LoadSound("resources/audio/resin_hit.ogg");
    fxWind = LoadSound("resources/audio/wind_sound.ogg");
    fxDieSnake = LoadSound("resources/audio/snake_die.ogg");
    fxDieDingo = LoadSound("resources/audio/dingo_die.ogg");
    fxDieOwl = LoadSound("resources/audio/owl_die.ogg");
    
    
    music = LoadMusicStream("resources/audio/jngl.xm");
    PlayMusicStream(music);
    SetMusicVolume(music, 1.0f);

    // Define and init first screen
    // NOTE: currentScreen is defined in screens.h as a global variable
    currentScreen = TITLE;

    InitLogoScreen();
    //InitOptionsScreen();
    InitTitleScreen();
    InitGameplayScreen();
    InitEndingScreen();

#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()) UpdateDrawFrame();
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadEndingScreen();
    UnloadTitleScreen();
    UnloadGameplayScreen();
    UnloadLogoScreen();
    
    UnloadTexture(atlas01);
    UnloadTexture(atlas02);
    UnloadFont(font);
    
    UnloadShader(colorBlend);   // Unload color overlay blending shader
    
    UnloadSound(fxJump);
    UnloadSound(fxDash);
    UnloadSound(fxEatLeaves);
    UnloadSound(fxHitResin);
    UnloadSound(fxWind);
    UnloadSound(fxDieSnake);
    UnloadSound(fxDieDingo);
    UnloadSound(fxDieOwl);
    
    UnloadMusicStream(music);
    
    CloseAudioDevice();         // Close audio device

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
Ejemplo n.º 8
0
void UpdateTransition(void)
{
    if (!transFadeOut)
    {
        transAlpha += 0.05f;

        if (transAlpha >= 1.0)
        {
            transAlpha = 1.0;
        
            switch (transFromScreen)
            {
                case LOGO: UnloadLogoScreen(); break;
                case LOGO_RL: rlUnloadLogoScreen(); break;
                case TITLE: UnloadTitleScreen(); break;
                case ATTIC: UnloadAtticScreen(); break;
                case AISLE01: UnloadAisle01Screen();break;
                case AISLE02: UnloadAisle02Screen();break;
                case ARMORY: UnloadArmoryScreen();break;
                case LIVINGROOM: UnloadLivingroomScreen();break;
                case KITCHEN: UnloadKitchenScreen(); break;
                case BATHROOM: UnloadBathroomScreen(); break;
                case ENDING: UnloadEndingScreen(); break;
                default: break;
            }
            
            switch (transToScreen)
            {
                case LOGO:
                {
                    InitLogoScreen(); 
                    currentScreen = LOGO; 
                } break;
                case LOGO_RL:
                {
                    rlInitLogoScreen();
                    currentScreen = LOGO_RL;
                } break;
                case TITLE: 
                {
                    InitTitleScreen();
                    currentScreen = TITLE;                  
                } break;
                case ATTIC:
                {
                    InitAtticScreen(); 
                    currentScreen = ATTIC;
                } break;
                case AISLE01:
                {
                    InitAisle01Screen(); 
                    currentScreen = AISLE01;
                } break;
                case AISLE02:
                {
                    InitAisle02Screen(); 
                    currentScreen = AISLE02;
                } break;
                case BATHROOM:
                {
                    InitBathroomScreen(); 
                    currentScreen = BATHROOM;
                } break;
                case LIVINGROOM:
                {
                    InitLivingroomScreen(); 
                    currentScreen = LIVINGROOM;
                } break;
                case KITCHEN:
                {
                    InitKitchenScreen(); 
                    currentScreen = KITCHEN;
                } break;
                case ARMORY:
                {
                    InitArmoryScreen(); 
                    currentScreen = ARMORY;
                } break;
                case ENDING:
                {
                    InitEndingScreen(); 
                    currentScreen = ENDING;
                } 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;
        }
    }
}