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 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 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; }
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; } } }
//---------------------------------------------------------------------------------- // 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; }