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main.c
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main.c
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#include "funcHeader.h"
#include "raylib.h"
#include "graphic/screens/screens.h" // NOTE: Defines global variable: currentScreen
//----------------------------------------------------------------------------------
// 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)
static float transAlpha = 0.0f;
static bool onTransition = false;
static bool transFadeOut = false;
static int transFromScreen = -1;
static int transToScreen = -1;
// NOTE: Some global variables that require to be visible for all screens,
// are defined in screens.h (i.e. currentScreen)
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
static void ChangeToScreen(int screen); // No transition effect
static void TransitionToScreen(int screen);
static void UpdateTransition(void);
static void DrawTransition(void);
static void UpdateDrawFrame(void); // Update and Draw one frame
int main(int argc, char * argv[]) {
printf("Hello, World!\n");
fileGetMatrix();
// resetGravityMatrix();
// printf("%d\n", distToClosestButterfly(spiderIndex));
// add3lengthRoutes(spiderIndex, 5);
// makeGravitySymmetric();
// printGravityMatrix();
// addNlengthRoutes(spiderIndex, 4, 5);
char terminalMode;
printf("Run [g]raphic or remain in [t]erminal:");
scanf(" %c", &terminalMode);
while (1) {
if (terminalMode == 'g') {
// Initialization
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "Spider in Hell");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
font = LoadFont("graphic/resources/font.fnt");
music = LoadMusicStream("graphic/resources/audio/wave.ogg");
SetMusicVolume(music, 1.0f);
// Setup and Init first screen
currentScreen = LOGO;
InitLogoScreen();
//InitTitleScreen();
//InitSpiderplayScreen();
//InitEndingScreen();
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();
}
// De-Initialization
//--------------------------------------------------------------------------------------
switch (currentScreen)
{
case LOGO: UnloadLogoScreen(); break;
case TITLE: UnloadTitleScreen(); break;
case Spider: UnloadSpiderplayScreen(); break;
case Butterfly: UnloadButterflyplayScreen(); 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
//--------------------------------------------------------------------------------------
break;
}
else if (terminalMode == 't'){
char gameMode;
printf("Initialize game as [s]pider or [b]utterfly:");
scanf(" %c", &gameMode);
while (1){
if (gameMode == 's'){
initTerminalSpider();
break;
}
else if (gameMode == 'b'){
initTerminalButterfly();
break;
}
else {
printf("❌ Invalid input. Try again:");
scanf(" %c", &gameMode);
continue;
}
}
}
else {
printf("❌ Invalid input. Try again:");
scanf(" %c", &terminalMode);
}
}
return (0);
}
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// 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 Butterfly: UnloadButterflyplayScreen(); break;
case Spider: UnloadSpiderplayScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
// Init next screen
switch (screen)
{
case LOGO: InitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case Butterfly: InitButterflyplayScreen(); break;
case Spider: InitSpiderplayScreen(); break;
case ENDING: InitEndingScreen(); break;
default: break;
}
currentScreen = screen;
}
// Define transition to next screen
static void TransitionToScreen(int screen)
{
onTransition = true;
transFadeOut = false;
transFromScreen = currentScreen;
transToScreen = screen;
transAlpha = 0.0f;
}
// 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 Butterfly: UnloadButterflyplayScreen(); break;
case Spider: UnloadSpiderplayScreen(); break;
case ENDING: UnloadEndingScreen(); break;
default: break;
}
// Load next screen
switch (transToScreen)
{
case LOGO: InitLogoScreen(); break;
case TITLE: InitTitleScreen(); break;
case Butterfly: InitButterflyplayScreen(); break;
case Spider: InitSpiderplayScreen(); 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;
}
}
}
// Draw transition effect (full-screen rectangle)
static void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha));
}
// Update and draw game frame
static void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
switch(currentScreen)
{
case LOGO:
{
UpdateLogoScreen();
if (FinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(Butterfly);
else if (FinishTitleScreen() == 2) TransitionToScreen(Spider);
} break;
case Butterfly:
{
UpdateButterflyplayScreen();
if (FinishButterflyplayScreen() == 1) TransitionToScreen(ENDING);
//else if (FinishButterflyplayScreen() == 2) TransitionToScreen(TITLE);
} break;
case Spider:
{
UpdateSpiderplayScreen();
if (FinishSpiderplayScreen() == 1) TransitionToScreen(ENDING);
//else if (FinishSpiderplayScreen() == 2) TransitionToScreen(TITLE);
} break;
case ENDING:
{
UpdateEndingScreen();
if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
} break;
default: break;
}
}
else UpdateTransition(); // Update transition (fade-in, fade-out)
if (currentScreen != ENDING) UpdateMusicStream(music);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO: DrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case Butterfly: DrawButterflyplayScreen(); break;
case Spider: DrawSpiderplayScreen(); break;
case ENDING: DrawEndingScreen(); break;
default: break;
}
// Draw full screen rectangle in front of everything
if (onTransition) DrawTransition();
EndDrawing();
//----------------------------------------------------------------------------------
}