Uploaded gamejam game sources

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Ray 2016-01-31 15:31:51 +01:00
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/*******************************************************************************************
*
* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
*
* Preparing a ritual session is not that easy.
* You must light all the candles before the astral alignment finishes...
* but dark creatures move in the shadows to put out all your lights!
* Be fast! Be smart! Light my ritual!
*
* 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) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
#include <stdlib.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// 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)
float transAlpha = 0;
bool onTransition = false;
bool transFadeOut = false;
int transFromScreen = -1;
int transToScreen = -1;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
void ChangeToScreen(int screen); // No transition effect
void UpdateTransition(void);
void DrawTransition(void);
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// 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;
}
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
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 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 DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
}
// Update and draw game frame
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
switch(currentScreen)
{
case LOGO_RL:
{
rlUpdateLogoScreen();
if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
} break;
case TITLE:
{
UpdateTitleScreen();
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
} break;
case GAMEPLAY:
{
UpdateGameplayScreen();
if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
} break;
default: break;
}
}
else
{
// Update transition (fade-in, fade-out)
UpdateTransition();
}
UpdateMusicStream();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO_RL: rlDrawLogoScreen(); break;
case TITLE: DrawTitleScreen(); break;
case GAMEPLAY: DrawGameplayScreen(); break;
default: break;
}
if (onTransition) DrawTransition();
//DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

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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_raylib.o \
screens/screen_title.o \
screens/screen_gameplay.o \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is advance_game
default: light_my_ritual
# compile template - advance_game
light_my_ritual: light_my_ritual.c $(SCREENS)
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# 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 ENDING
screens/screen_gameplay.o: screens/screen_gameplay.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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