Exemple #1
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;
        }
    }
}
Exemple #2
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;
}
Exemple #3
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;
}
Exemple #4
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;
        }
    }
}
Exemple #5
0
//----------------------------------------------------------------------------------
// 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;
}