Added game sources: Skully Escape

This game was developed for King GameJam 2015
This commit is contained in:
raysan5 2016-02-07 11:09:12 +01:00
commit 4a3509f06d
48 changed files with 4549 additions and 0 deletions

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#**************************************************************************************************
#
# raylib - Advance Game
#
# makefile to compile advance game
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# define raylib platform if not defined (by default, compile for RPI)
# Other possible platform: PLATFORM_DESKTOP
PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
UNAMEOS:=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
else
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
LIBPATH=osx
endif
endif
endif
endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
ifeq ($(PLATFORM_OS),OSX)
# define llvm compiler for mac
CC = clang
else
# define default gcc compiler
CC = gcc
endif
endif
# define compiler flags:
# -O2 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 use standard C from 1999 revision
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
else
CFLAGS = -O2 -Wall -std=c99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
#-s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
# define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
endif
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
LIBS = C:/raylib/raylib/src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = C:/raylib/raylib/src/resources
#-Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# define all screen object files required
SCREENS = \
screens/screen_logo.o \
screens/screen_logo_raylib.o \
screens/screen_title.o \
screens/screen_attic.o \
screens/screen_aisle01.o \
screens/screen_aisle02.o \
screens/screen_armory.o \
screens/screen_livingroom.o \
screens/screen_kitchen.o \
screens/screen_bathroom.o \
screens/screen_ending.o \
player.o \
monster.o \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is advance_game
default: skully_escape
# compile template - advance_game
skully_escape: skully_escape.c $(SCREENS)
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile screen LOGO
screens/screen_logo.o: screens/screen_logo.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LOGO raylib
screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen TITLE
screens/screen_title.o: screens/screen_title.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen ATTIC
screens/screen_attic.o: screens/screen_attic.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen AISLE01
screens/screen_aisle01.o: screens/screen_aisle01.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen AISLE02
screens/screen_aisle02.o: screens/screen_aisle02.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen BATHROOM
screens/screen_bathroom.o: screens/screen_bathroom.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LIVINGROOM
screens/screen_livingroom.o: screens/screen_livingroom.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen KITCHEN
screens/screen_kitchen.o: screens/screen_kitchen.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen ARMORY
screens/screen_armory.o: screens/screen_armory.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen ENDING
screens/screen_ending.o: screens/screen_ending.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LOGO
player.o: player.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LOGO
monster.o: monster.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
else
ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete
rm -f *.o
else
del *.o *.exe
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -f *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.exe : %.c
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

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/***********************************************************************************
*
* KING GAME JAM - GRAY TEAM
*
* <Game title>
* <Game description>
*
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
************************************************************************************/
#include "raylib.h"
#include "monster.h"
void UpdateMonster(Monster *monster)
{
if (!monster->active)
{
if (CheckCollisionPointRec(GetMousePosition(), monster->bounds)) monster->selected = true;
else monster->selected = false;
}
else if (monster->spooky)
{
monster->framesCounter++;
monster->currentSeq = 0;
if (monster->framesCounter > 7)
{
monster->currentFrame++;
monster->framesCounter = 0;
if (monster->currentFrame > monster->numFrames - 1) monster->currentFrame = 1;
}
}
monster->frameRec.x = monster->currentFrame*monster->texture.width/monster->numFrames;
monster->frameRec.y = monster->currentSeq*monster->texture.height;
}
void DrawMonster(Monster monster, int scroll)
{
Vector2 scrollPos = { monster.position.x - scroll, monster.position.y };
if (monster.selected) DrawTextureRec(monster.texture, monster.frameRec, scrollPos, RED);
else DrawTextureRec(monster.texture, monster.frameRec, scrollPos, WHITE);
}
void UnloadMonster(Monster monster)
{
UnloadTexture(monster.texture);
}

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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef MONSTER_H
#define MONSTER_H
#define MONSTER_ANIM_FRAMES 7
#define MONSTER_ANIM_SEQ 2
//----------------------------------------------------------------------------------
// Types and Structures Definition
//---------------------------------------------------------------------------------
typedef struct Monster {
Vector2 position;
Texture2D texture;
Rectangle bounds;
Rectangle frameRec;
Color color;
int framesCounter;
int currentFrame;
int currentSeq;
int numFrames;
bool active;
bool selected;
bool spooky;
} Monster;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Monster Functions Declaration
//----------------------------------------------------------------------------------
void UpdateMonster(Monster *monster);
void DrawMonster(Monster monster, int scroll);
void UnloadMonster(Monster monster);
#ifdef __cplusplus
}
#endif
#endif // SCREENS_H

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/***********************************************************************************
*
* KING GAME JAM - GRAY TEAM
*
* <Game title>
* <Game description>
*
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
************************************************************************************/
#include "raylib.h"
#include "player.h"
#define PLAYER_ANIM_FRAMES 4
#define PLAYER_ANIM_SEQ 6
//----------------------------------------------------------------------------------
// Module Variables Definition
//----------------------------------------------------------------------------------
// Player mouse moving variables
static bool movingAnim;
static int moveDirection;
static int nextMovePoint;
// Mouse pointer variables
static Vector2 pointerPosition;
static bool pointerAnim;
static float pointerAlpha;
static int framesCounter;
static bool outControl = false;
static int animTimer = 0;
static Texture2D texLife;
static void DrawLifes(void);
// player initialitaction definition
void InitPlayer(void)
{
// NOTE: Some player variables are only initialized once
player.texture = LoadTexture("resources/textures/skully.png");
player.position = (Vector2){ 350, 400 };
player.numLifes = 4;
ResetPlayer();
framesCounter = 0;
texLife = LoadTexture("resources/textures/skully_icon.png");
}
// player update definition
void UpdatePlayer(void)
{
if (!outControl)
{
if ((IsKeyDown(KEY_LEFT)) || (IsKeyDown(KEY_RIGHT)))
{
moveDirection = -1;
movingAnim = false;
}
if ((IsKeyDown(KEY_RIGHT)) || (moveDirection == 0))
{
player.currentSeq = WALK_RIGHT;
framesCounter++;
if (framesCounter > 15)
{
player.currentFrame++;
framesCounter = 0;
if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
}
player.position.x += 4;
}
else if ((IsKeyDown(KEY_LEFT)) || (moveDirection == 1))
{
player.currentSeq = WALK_LEFT;
framesCounter++;
if (framesCounter > 15)
{
player.currentFrame++;
framesCounter = 0;
if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
}
player.position.x -= 4;
}
else player.currentFrame = 0;
}
else
{
framesCounter++;
animTimer++;
if (framesCounter > 10)
{
player.currentFrame++;
framesCounter = 0;
if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0;
// We can adjust animation playing time depending on sequence
switch (player.currentSeq)
{
case SCARE_RIGHT:
{
if (animTimer > 180)
{
animTimer = 0;
outControl = false;
player.currentSeq = WALK_LEFT;
}
} break;
case SCARE_LEFT:
{
if (animTimer > 240)
{
animTimer = 0;
outControl = false;
player.currentSeq = WALK_RIGHT;
}
} break;
case SEARCH:
case FIND_KEY:
{
if (animTimer > 240)
{
animTimer = 0;
outControl = false;
player.currentSeq = WALK_RIGHT;
}
} break;
}
}
}
if (player.position.x < 30) player.position.x = 30;
else if (player.position.x > (GetScreenWidth() - 200)) player.position.x = GetScreenWidth() - 200;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
pointerPosition = GetMousePosition();
pointerAnim = true;
pointerAlpha = 1.0f;
nextMovePoint = (int)pointerPosition.x;
movingAnim = true;
}
if (movingAnim)
{
if (nextMovePoint > (player.position.x + (player.frameRec.width/2) + 5)) moveDirection = 0; // Move Left
else if (nextMovePoint < (player.position.x + (player.frameRec.width/2) - 5)) moveDirection = 1; // Move Right
else
{
moveDirection = -1;
movingAnim = 0;
}
}
player.frameRec.x = player.currentFrame*player.texture.width/PLAYER_ANIM_FRAMES;
player.frameRec.y = (player.currentSeq - 1)*player.texture.height/PLAYER_ANIM_SEQ;
// Update player bounds
player.bounds = (Rectangle){ player.position.x + 50, player.position.y - 60, 100, 300 };
// Mouse pointer alpha animation
if (pointerAnim)
{
pointerAlpha -= 0.1f;
if (pointerAlpha <= 0.0f)
{
pointerAlpha = 0.0f;
pointerAnim = false;
}
}
}
//
void DrawPlayer(void)
{
DrawTextureRec(player.texture, player.frameRec, player.position, WHITE);
// Draw mouse pointer on click
if (pointerAnim) DrawCircleV(pointerPosition, 20, Fade(RED, pointerAlpha));
DrawLifes();
}
void UnloadPlayer(void)
{
UnloadTexture(player.texture);
UnloadTexture(texLife);
}
void ResetPlayer(void)
{
// Reset player variables
player.frameRec = (Rectangle){ 0, 0, player.texture.width/PLAYER_ANIM_FRAMES, player.texture.height/PLAYER_ANIM_SEQ };
player.currentFrame = 0;
player.currentSeq = WALK_RIGHT;
player.key = false;
player.dead = false;
// Reset player position
if (player.position.x < 400) player.position.x = GetScreenWidth() - 350;
if (player.position.x > (GetScreenWidth() - 400)) player.position.x = 350;
// Reset moving variables
movingAnim = false;
moveDirection = -1;
nextMovePoint = 0;
framesCounter = 0;
outControl = false;
animTimer = 0;
// Reset pointer
pointerAlpha = 0.0f;
pointerAnim = false;
}
void ScarePlayer(void)
{
player.currentFrame = 0;
if (moveDirection == 0) player.currentSeq = SCARE_RIGHT;
else if (moveDirection == 1) player.currentSeq = SCARE_LEFT;
else player.currentSeq = SCARE_RIGHT;
player.numLifes--;
if (player.numLifes <= 0) player.dead = true;
outControl = true;
}
void SearchKeyPlayer(void)
{
moveDirection = -1;
movingAnim = 0;
player.currentFrame = 0;
player.currentSeq = SEARCH;
outControl = true;
}
void FindKeyPlayer(void)
{
player.currentFrame = 0;
player.currentSeq = FIND_KEY;
player.key = true;
outControl = true;
}
static void DrawLifes(void)
{
if (player.numLifes != 0)
{
Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 };
for(int i = 0; i < player.numLifes; i++)
{
DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f));
}
}
}

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#ifndef PLAYER_H
#define PLAYER_H
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { NONE, WALK_RIGHT, WALK_LEFT, SCARE_RIGHT, SCARE_LEFT, SEARCH, FIND_KEY } PlayerSequence;
typedef struct Player {
Vector2 position;
Rectangle bounds;
Texture2D texture;
Color color;
// Animation variables
Rectangle frameRec;
int currentFrame;
int currentSeq;
bool key;
int numLifes;
bool dead;
} Player;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
Player player;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Logo Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitPlayer(void);
void UpdatePlayer(void);
void DrawPlayer(void);
void UnloadPlayer(void);
void ResetPlayer(void);
void ScarePlayer(void);
void SearchKeyPlayer(void);
void FindKeyPlayer(void);
#ifdef __cplusplus
}
#endif
#endif // SCREENS_H

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