Multiple templates to start a game
Some basic to advance templates are provided to be use as base code for new games
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98
templates/simple_game/makefile
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98
templates/simple_game/makefile
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#**************************************************************************************************
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#
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# raylib - Simple Game
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#
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# makefile to compile simple game
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#
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# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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# define raylib platform (by default, compile for RPI)
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# Other possible platform: PLATFORM_DESKTOP
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PLATFORM ?= PLATFORM_RPI
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# define compiler: gcc for C program, define as g++ for C++
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CC = gcc
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# define compiler flags:
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# -O2 defines optimization level
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# -Wall turns on most, but not all, compiler warnings
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# -std=c99 use standard C from 1999 revision
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ifeq ($(PLATFORM),PLATFORM_RPI)
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CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
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else
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CFLAGS = -O2 -Wall -std=c99
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endif
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#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
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# define any directories containing required header files
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ifeq ($(PLATFORM),PLATFORM_RPI)
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INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
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else
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INCLUDES = -I. -I../../src
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endif
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# define library paths containing required libs
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LFLAGS = -L. -L../../src -L/opt/vc/lib
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# define any libraries to link into executable
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# if you want to link libraries (libname.so or libname.a), use the -lname
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ifeq ($(PLATFORM),PLATFORM_RPI)
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# libraries for Raspberry Pi compiling
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# NOTE: OpenAL Soft library should be installed (libopenal1 package)
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LIBS = -lraylib -lGLESv2 -lEGL -lm -lbcm_host -lopenal
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else
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# libraries for Windows desktop compiling
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# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
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endif
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# define additional parameters and flags for windows
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# resources file contains windows exe icon
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# -Wl,--subsystem,windows hides the console window
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WINFLAGS = ../../src/resources -Wl,--subsystem,windows
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endif
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# typing 'make' will invoke the first target entry in the file,
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# in this case, the 'default' target entry is simple_game
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default: simple_game
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# compile template - simple_game
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simple_game: simple_game.c screens.o
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$(CC) -o $@ $< screens.o $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile screens
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screens.o: screens.c
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$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# clean everything
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clean:
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ifeq ($(PLATFORM),PLATFORM_RPI)
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rm -f *.o
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# find . -executable -delete
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else
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del *.o *.exe
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endif
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@echo Cleaning done
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# instead of defining every module one by one, we can define a pattern
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# this pattern below will automatically compile every module defined on $(OBJS)
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#%.exe : %.c
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# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
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195
templates/simple_game/screens.c
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templates/simple_game/screens.c
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/**********************************************************************************************
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*
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* raylib - Simple Game template
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*
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* Screens Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Definition (visible to other modules)
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//----------------------------------------------------------------------------------
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GameScreen currentScreen = LOGO;
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//----------------------------------------------------------------------------------
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// Global Variables Definition (local to this module)
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//----------------------------------------------------------------------------------
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// Logo screen global variables
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static int framesCounter;
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// Title screen global variables
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// Gameplay screen global variables
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// Ending screen global variables
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Logo Screen Initialization logic
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void InitLogoScreen(void)
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{
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// TODO: Initialize LOGO screen variables here!
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framesCounter = 0;
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}
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// Logo Screen Update logic
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void UpdateLogoScreen(void)
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{
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// TODO: Update LOGO screen variables here!
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framesCounter++; // Count frames
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// Wait for 2 seconds (120 frames) before jumping to TITLE screen
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if (framesCounter > 120)
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{
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currentScreen = TITLE;
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}
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}
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// Logo Screen Draw logic
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void DrawLogoScreen(void)
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{
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// TODO: Draw LOGO screen here!
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DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
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DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
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}
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// Logo Screen Unload logic
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void UnloadLogoScreen(void)
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{
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// TODO: Unload LOGO screen variables here!
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}
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//----------------------------------------------------------------------------------
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// Title Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Title Screen Initialization logic
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void InitTitleScreen(void)
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{
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// TODO: Initialize TITLE screen variables here!
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}
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// Title Screen Update logic
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void UpdateTitleScreen(void)
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{
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// TODO: Update TITLE screen variables here!
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// Press enter to change to GAMEPLAY screen
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = GAMEPLAY;
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}
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}
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// Title Screen Draw logic
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void DrawTitleScreen(void)
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{
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// TODO: Draw TITLE screen here!
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
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DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
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DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
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}
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// Title Screen Unload logic
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void UnloadTitleScreen(void)
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{
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// TODO: Unload TITLE screen variables here!
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}
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Gameplay Screen Initialization logic
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void InitGameplayScreen(void)
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{
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// TODO: Initialize GAMEPLAY screen variables here!
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}
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// Gameplay Screen Update logic
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void UpdateGameplayScreen(void)
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{
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// TODO: Update GAMEPLAY screen variables here!
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// Press enter to change to ENDING screen
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = ENDING;
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}
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}
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// Gameplay Screen Draw logic
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void DrawGameplayScreen(void)
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{
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// TODO: Draw GAMEPLAY screen here!
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
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DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
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DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
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}
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// Gameplay Screen Unload logic
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void UnloadGameplayScreen(void)
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{
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// TODO: Unload GAMEPLAY screen variables here!
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}
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Ending Screen Initialization logic
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void InitEndingScreen(void)
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{
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// TODO: Initialize ENDING screen variables here!
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}
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// Ending Screen Update logic
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void UpdateEndingScreen(void)
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{
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// TODO: Update ENDING screen variables here!
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// Press enter to return to TITLE screen
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = TITLE;
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}
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}
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// Ending Screen Draw logic
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void DrawEndingScreen(void)
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{
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// TODO: Draw ENDING screen here!
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
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DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
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DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
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}
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// Ending Screen Unload logic
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void UnloadEndingScreen(void)
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{
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// TODO: Unload ENDING screen variables here!
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}
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74
templates/simple_game/screens.h
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templates/simple_game/screens.h
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/**********************************************************************************************
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*
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* raylib - Simple Game template
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*
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* Screens Functions Declarations (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef SCREENS_H
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#define SCREENS_H
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitLogoScreen(void);
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void UpdateLogoScreen(void);
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void DrawLogoScreen(void);
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void UnloadLogoScreen(void);
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//----------------------------------------------------------------------------------
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// Title Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitTitleScreen(void);
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void UpdateTitleScreen(void);
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void DrawTitleScreen(void);
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void UnloadTitleScreen(void);
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitGameplayScreen(void);
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void UpdateGameplayScreen(void);
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void DrawGameplayScreen(void);
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void UnloadGameplayScreen(void);
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitEndingScreen(void);
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void UpdateEndingScreen(void);
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void DrawEndingScreen(void);
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void UnloadEndingScreen(void);
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#ifdef __cplusplus
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}
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#endif
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#endif // SCREENS_H
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BIN
templates/simple_game/screens.o
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BIN
templates/simple_game/screens.o
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Binary file not shown.
98
templates/simple_game/simple_game.c
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templates/simple_game/simple_game.c
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/*******************************************************************************************
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*
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* raylib - Simple Game template
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*
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* <Game title>
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* <Game description>
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*
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* This game has been created using raylib (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* raylib - Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Global Variables Defined in other modules
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//----------------------------------------------------------------------------------
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extern GameScreen currentScreen; // Defined in screens.c
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//----------------------------------------------------------------------------------
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// Main entry point
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//----------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//---------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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const char windowTitle[30] = "<game name goes here>";
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InitWindow(screenWidth, screenHeight, windowTitle);
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// Initialize all screens
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InitLogoScreen();
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InitTitleScreen();
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InitGameplayScreen();
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InitEndingScreen();
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// Define first screen
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currentScreen = LOGO;
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SetTargetFPS(60);
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//----------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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switch(currentScreen)
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{
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case LOGO: UpdateLogoScreen(); break; // Update LOGO currentScreen
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case TITLE: UpdateTitleScreen(); break; // Update TITLE currentScreen
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case GAMEPLAY: UpdateGameplayScreen(); break; // Update GAMEPLAY currentScreen
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case ENDING: UpdateEndingScreen(); break; // Update END currentScreen
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default: break;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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switch(currentScreen)
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{
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case LOGO: DrawLogoScreen(); break; // Draw LOGO currentScreen
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case TITLE: DrawTitleScreen(); break; // Draw TITLE currentScreen
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case GAMEPLAY: DrawGameplayScreen(); break; // Draw GAMEPLAY currentScreen
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case ENDING: DrawEndingScreen(); break; // Draw END currentScreen
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default: break;
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}
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DrawFPS(screenWidth - 100, 20);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload all loaded data (textures, fonts, audio)
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UnloadLogoScreen();
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UnloadTitleScreen();
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UnloadGameplayScreen();
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UnloadEndingScreen();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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