//---------------------------------------------------------------------------------- // Main entry point //---------------------------------------------------------------------------------- int main(void) { // Initialization //--------------------------------------------------------- const char windowTitle[30] = "SKULLY ESCAPE [KING GAMEJAM]"; InitWindow(screenWidth, screenHeight, windowTitle); // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); music = LoadMusicStream("resources/audio/come_play_with_me.ogg"); PlayMusicStream(music); font = LoadSpriteFont("resources/textures/alagard.png"); doors = LoadTexture("resources/textures/doors.png"); sndDoor = LoadSound("resources/audio/door.ogg"); sndScream = LoadSound("resources/audio/scream.ogg"); InitPlayer(); // Setup and Init first screen currentScreen = LOGO; InitLogoScreen(); #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 //-------------------------------------------------------------------------------------- // Unload all global loaded data (i.e. fonts) here! UnloadPlayer(); UnloadSpriteFont(font); UnloadTexture(doors); UnloadSound(sndDoor); UnloadSound(sndScream); UnloadMusicStream(music); CloseAudioDevice(); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
// Mission Screen Unload logic void UnloadMissionScreen(void) { // Unload MISSION screen variables here! UnloadTexture(texBackground); UnloadTexture(texBackline); UnloadSound(fxTransmit); UnloadMusicStream(musMission); free(missions); }
int main() { // Initialization //-------------------------------------------------------------------------------------- static unsigned char key = 0; InitAudioDevice(); Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg"); PlayMusicStream(music); printf("\nPress s or d to play sounds...\n"); //-------------------------------------------------------------------------------------- // Main loop while (key != KEY_ESCAPE) { if (kbhit()) key = getch(); if (key == 's') { PlaySound(fxWav); key = 0; } if (key == 'd') { PlaySound(fxOgg); key = 0; } UpdateMusicStream(music); } // De-Initialization //-------------------------------------------------------------------------------------- UnloadSound(fxWav); // Unload sound data UnloadSound(fxOgg); // Unload sound data UnloadMusicStream(music); // Unload music stream data CloseAudioDevice(); //-------------------------------------------------------------------------------------- return 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; }
//---------------------------------------------------------------------------------- // Main entry point //---------------------------------------------------------------------------------- int main(int argc, char *argv[]) { // Initialization //--------------------------------------------------------- #if defined(PLATFORM_DESKTOP) // TODO: Support for dropped files on the exe // Support command line argument for custom music file if (argc > 1) { // Just supporting an input argument parameter!!! o__O if ((IsFileExtension(argv[1], ".ogg")) || (IsFileExtension(argv[1], ".wav"))) { if (sampleFilename != NULL) free(sampleFilename); sampleFilename = (char *)malloc(256); strcpy(sampleFilename, argv[1]); printf("Custom audio file: %s", sampleFilename); } } #endif #ifndef PLATFORM_ANDROID SetConfigFlags(FLAG_MSAA_4X_HINT); #endif // Note windowTitle is unused on Android InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR"); // Global data loading (assets that must be available in all screens, i.e. fonts) InitAudioDevice(); font = LoadFont("resources/font.fnt"); music = LoadMusicStream("resources/audio/wave.ogg"); SetMusicVolume(music, 1.0f); // Setup and Init first screen currentScreen = LOGO; InitLogoScreen(); //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()) // Detect window close button or ESC key { UpdateDrawFrame(); } #endif // De-Initialization //-------------------------------------------------------------------------------------- switch (currentScreen) { case LOGO: UnloadLogoScreen(); break; case TITLE: UnloadTitleScreen(); break; case GAMEPLAY: UnloadGameplayScreen(); break; case ENDING: UnloadEndingScreen(); break; default: break; } // Unload all global loaded data (i.e. fonts) here! UnloadFont(font); UnloadMusicStream(music); CloseAudioDevice(); // Close audio context CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 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) font = LoadSpriteFont("resources/font_arcadian.png"); //doors = LoadTexture("resources/textures/doors.png"); //sndDoor = LoadSound("resources/audio/door.ogg"); music = LoadMusicStream("resources/audio/ambient.ogg"); PlayMusicStream(music); SetMusicVolume(music, 1.0f); // 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); UnloadMusicStream(music); free(lightsMap); CloseAudioDevice(); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }