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some update
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blueloveTH committed Mar 23, 2024
1 parent b3b2d50 commit dfc6dc2
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152 changes: 152 additions & 0 deletions projects/Xcode15/main.c
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/*******************************************************************************************
*
* raylib [core] examples - basic screen manager
*
* NOTE: This example illustrates a very simple screen manager based on a states machines
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

//------------------------------------------------------------------------------------------
// Types and Structures Definition
//------------------------------------------------------------------------------------------
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int ios_main(int argc, char * argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;

InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");

GameScreen currentScreen = LOGO;

// TODO: Initialize all required variables and load all required data here!

int framesCounter = 0; // Useful to count frames

SetTargetFPS(60); // Set desired framerate (frames-per-second)
//--------------------------------------------------------------------------------------

// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch(currentScreen)
{
case LOGO:
{
// TODO: Update LOGO screen variables here!

framesCounter++; // Count frames

// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = TITLE;
}
} break;
case TITLE:
{
// TODO: Update TITLE screen variables here!

// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
{
// TODO: Update GAMEPLAY screen variables here!

// Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = ENDING;
}
} break;
case ENDING:
{
// TODO: Update ENDING screen variables here!

// Press enter to return to TITLE screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = TITLE;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------

// Draw
//----------------------------------------------------------------------------------
BeginDrawing();

ClearBackground(RAYWHITE);

switch(currentScreen)
{
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);

} break;
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);

} break;
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);

} break;
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);

} break;
default: break;
}

EndDrawing();
//----------------------------------------------------------------------------------
}

// De-Initialization
//--------------------------------------------------------------------------------------

// TODO: Unload all loaded data (textures, fonts, audio) here!

CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

return 0;
}
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