mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-14 10:25:29 +00:00
REVIEWED: examples: Replace TABS and Remove trailing spaces
This commit is contained in:
@@ -7,7 +7,7 @@
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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*
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* Example contributed by Ramon Santamaria (@raysan5), reviewed by Jopestpe (@jopestpe)
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*
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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@@ -49,14 +49,14 @@ int main(void)
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//-----------------------------------------------------
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if (IsKeyPressed(KEY_G)) useGravity = !useGravity;
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if (IsKeyPressed(KEY_SPACE)) pause = !pause;
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if (!pause)
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{
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ballPosition.x += ballSpeed.x;
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ballPosition.y += ballSpeed.y;
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if (useGravity) ballSpeed.y += gravity;
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// Check walls collision for bouncing
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if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
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if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -0.95f;
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@@ -72,7 +72,7 @@ int main(void)
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DrawCircleV(ballPosition, (float)ballRadius, MAROON);
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DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
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if (useGravity) DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, DARKGREEN);
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else DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, RED);
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@@ -80,7 +80,7 @@ int main(void)
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if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//-----------------------------------------------------
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}
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@@ -35,14 +35,14 @@ int main(void)
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - clock of clocks");
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const Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.75f);
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const Color handsColor = ColorLerp(YELLOW, RAYWHITE, .25f);
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const float clockFaceSize = 24;
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const float clockFaceSpacing = 8.0f;
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const float sectionSpacing = 16.0f;
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const Vector2 TL = (Vector2){ 0.0f, 90.0f }; // Top-left corner
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const Vector2 TR = (Vector2){ 90.0f, 180.0f }; // Top-right corner
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const Vector2 BR = (Vector2){ 180.0f, 270.0f }; // Bottom-right corner
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@@ -50,7 +50,7 @@ int main(void)
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const Vector2 HH = (Vector2){ 0.0f, 180.0f }; // Horizontal line
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const Vector2 VV = (Vector2){ 90.0f, 270.0f }; // Vertical line
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const Vector2 ZZ = (Vector2){ 135.0f, 135.0f }; // Not relevant
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const Vector2 digitAngles[10][24] = {
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/* 0 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,VV,VV,VV,/* */ VV,VV,VV,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
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/* 1 */ { TL,HH,TR,ZZ, /* */ BL,TR,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ TL,BR,BL,TR,/* */ BL,HH,HH,BR },
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@@ -65,21 +65,21 @@ int main(void)
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};
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// Time for the hands to move to the new position (in seconds); this must be <1s
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const float handsMoveDuration = .5f;
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// We store the previous seconds value so we can see if the time has changed
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int prevSeconds = -1;
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// This represents the real position where the hands are right now
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Vector2 currentAngles[6][24] = { 0 };
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// This is the position where the hands were moving from
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Vector2 srcAngles[6][24] = { 0 };
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// This is the position where the hands are moving to
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Vector2 dstAngles[6][24] = { 0 };
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// Current animation timer
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float handsMoveTimer = 0.0f;
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// 12 or 24 hour mode
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int hourMode = 24;
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@@ -91,32 +91,32 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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// Get the current time
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time_t rawtime;
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struct tm *timeinfo;
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time(&rawtime);
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timeinfo = localtime(&rawtime);
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if (timeinfo->tm_sec != prevSeconds) {
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// The time has changed, so we need to move the hands to the new positions
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prevSeconds = timeinfo->tm_sec;
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// Format the current time so we can access the individual digits
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const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour % hourMode, timeinfo->tm_min, timeinfo->tm_sec);
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// Fetch where we want all the hands to be
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for (int digit = 0; digit < 6; digit++) {
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for (int cell = 0; cell < 24; cell++) {
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srcAngles[digit][cell] = currentAngles[digit][cell];
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dstAngles[digit][cell] = digitAngles[ clockDigits[digit] - '0' ][cell];
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// Quick exception for 12h mode
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if (digit == 0 && hourMode == 12 && clockDigits[0] == '0') {
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dstAngles[digit][cell] = ZZ;
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}
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if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) {
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srcAngles[digit][cell].x -= 360.0f;
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}
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@@ -125,43 +125,43 @@ int main(void)
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}
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}
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}
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// Reset the timer
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handsMoveTimer = -GetFrameTime();
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}
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// Now let's animate all the hands if we need to
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if (handsMoveTimer < handsMoveDuration) {
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// Increase the timer but don't go above the maximum
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handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
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// Calculate the % completion of the animation
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float t = handsMoveTimer / handsMoveDuration;
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// A little cheeky smoothstep
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t = t * t * (3.0f - 2.0f * t);
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for (int digit = 0; digit < 6; digit++) {
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for (int cell = 0; cell < 24; cell++) {
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currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t);
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currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t);
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}
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}
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if (handsMoveTimer == handsMoveDuration) {
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// The animation has now finished
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}
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}
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// Handle input
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// Toggle between 12 and 24 hour mode with space
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if (IsKeyPressed(KEY_SPACE)) {
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hourMode = 36 - hourMode;
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}
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//----------------------------------------------------------------------------------
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// Draw
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@@ -169,13 +169,13 @@ int main(void)
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BeginDrawing();
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ClearBackground(bgColor);
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DrawText(TextFormat("%d-h mode, space to change", hourMode), 10, 30, 20, RAYWHITE);
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float xOffset = 4.0f;
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for (int digit = 0; digit < 6; digit++) {
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for (int row = 0; row < 6; row++) {
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for (int col = 0; col < 4; col++) {
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Vector2 centre = (Vector2){
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@@ -183,7 +183,7 @@ int main(void)
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100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f
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};
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DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, DARKGRAY);
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// Big hand
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DrawRectanglePro(
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(Rectangle){centre.x, centre.y, clockFaceSize*.5f+4.0f, 4.0f},
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@@ -191,7 +191,7 @@ int main(void)
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currentAngles[digit][row*4+col].x,
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handsColor
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);
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// Little hand
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DrawRectanglePro(
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(Rectangle){centre.x, centre.y, clockFaceSize*.5f+2.0f, 4.0f},
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@@ -201,20 +201,20 @@ int main(void)
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);
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}
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}
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xOffset += (clockFaceSize+clockFaceSpacing) * 4;
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if (digit % 2 == 1) {
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DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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xOffset += sectionSpacing;
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}
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}
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@@ -116,7 +116,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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// Draw clock in selected mode
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if (clockMode == CLOCK_ANALOG) DrawClockAnalog(clock, (Vector2){ 400, 240 });
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if (clockMode == CLOCK_ANALOG) DrawClockAnalog(clock, (Vector2){ 400, 240 });
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else if (clockMode == CLOCK_DIGITAL)
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{
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DrawClockDigital(clock, (Vector2){ 30, 60 });
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@@ -128,7 +128,7 @@ int main(void)
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DrawText(clockTime, GetScreenWidth()/2 - MeasureText(clockTime, 150)/2, 300, 150, BLACK);
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}
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DrawText(TextFormat("Press [SPACE] to switch clock mode: %s",
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DrawText(TextFormat("Press [SPACE] to switch clock mode: %s",
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(clockMode == CLOCK_DIGITAL)? "DIGITAL CLOCK" : "ANALOGUE CLOCK"), 10, 10, 20, DARKGRAY);
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EndDrawing();
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@@ -183,13 +183,13 @@ static void DrawClockAnalog(Clock clock, Vector2 position)
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// Draw clock minutes/seconds lines
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for (int i = 0; i < 60; i++)
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{
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DrawLineEx((Vector2){ position.x + (clock.second.length + ((i%5)? 10 : 6))*cosf((6.0f*i - 90.0f)*DEG2RAD),
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position.y + (clock.second.length + ((i%5)? 10 : 6))*sinf((6.0f*i - 90.0f)*DEG2RAD) },
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(Vector2){ position.x + (clock.second.length + 20)*cosf((6.0f*i - 90.0f)*DEG2RAD),
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DrawLineEx((Vector2){ position.x + (clock.second.length + ((i%5)? 10 : 6))*cosf((6.0f*i - 90.0f)*DEG2RAD),
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position.y + (clock.second.length + ((i%5)? 10 : 6))*sinf((6.0f*i - 90.0f)*DEG2RAD) },
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(Vector2){ position.x + (clock.second.length + 20)*cosf((6.0f*i - 90.0f)*DEG2RAD),
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position.y + (clock.second.length + 20)*sinf((6.0f*i - 90.0f)*DEG2RAD) }, ((i%5)? 1.0f : 3.0f), DARKGRAY);
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// Draw seconds numbers
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//DrawText(TextFormat("%02i", i), centerPosition.x + (clock.second.length + 50)*cosf((6.0f*i - 90.0f)*DEG2RAD) - 10/2,
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//DrawText(TextFormat("%02i", i), centerPosition.x + (clock.second.length + 50)*cosf((6.0f*i - 90.0f)*DEG2RAD) - 10/2,
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// centerPosition.y + (clock.second.length + 50)*sinf((6.0f*i - 90.0f)*DEG2RAD) - 10/2, 10, GRAY);
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}
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@@ -256,25 +256,25 @@ static void Draw7SDisplay(Vector2 position, char segments, Color colorOn, Color
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float offsetYAdjust = segmentThick*0.3f; // HACK: Adjust gap space between segment limits
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// Segment A
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + segmentThick },
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + segmentThick },
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segmentLen, segmentThick, false, (segments & 0b00000001)? colorOn : colorOff);
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// Segment B
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
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segmentLen, segmentThick, true, (segments & 0b00000010)? colorOn : colorOff);
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// Segment C
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
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segmentLen, segmentThick, true, (segments & 0b00000100)? colorOn : colorOff);
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// Segment D
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 5*segmentThick + 2*segmentLen - 4*offsetYAdjust },
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 5*segmentThick + 2*segmentLen - 4*offsetYAdjust },
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segmentLen, segmentThick, false, (segments & 0b00001000)? colorOn : colorOff);
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// Segment E
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DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
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DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
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segmentLen, segmentThick, true, (segments & 0b00010000)? colorOn : colorOff);
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// Segment F
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DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
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DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
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segmentLen, segmentThick, true, (segments & 0b00100000)? colorOn : colorOff);
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// Segment G
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 3*segmentThick + segmentLen - 2*offsetYAdjust },
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DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 3*segmentThick + segmentLen - 2*offsetYAdjust },
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segmentLen, segmentThick, false, (segments & 0b01000000)? colorOn : colorOff);
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}
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@@ -51,13 +51,13 @@ int main(void)
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Vector2 prevMousePos = { 0 };
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Vector2 scaleVector = { 1.0f, -1.0f };
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Vector2 offset = { (float)screenWidth/2.0f, (float)screenHeight/2.0f };
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Camera2D camera = { 0 };
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camera.target = (Vector2){ 0 };
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camera.offset = offset;
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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int lineCounter = 0;
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SetTargetFPS(20);
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@@ -70,10 +70,10 @@ int main(void)
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//----------------------------------------------------------------------------------
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prevMousePos = mousePos;
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mousePos = GetMousePosition();
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Vector2 lineStart = Vector2Subtract(mousePos, offset);
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Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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for (int s = 0; (s < symmetry) && (lineCounter < (MAX_DRAW_LINES - 1)); s++)
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@@ -88,7 +88,7 @@ int main(void)
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// Store reflective line
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lines[lineCounter + 1].start = Vector2Multiply(lineStart, scaleVector);
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lines[lineCounter + 1].end = Vector2Multiply(lineEnd, scaleVector);
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lineCounter += 2;
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}
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}
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@@ -97,9 +97,9 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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||||
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ClearBackground(RAYWHITE);
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||||
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BeginMode2D(camera);
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for (int s = 0; s < symmetry; s++)
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{
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||||
@@ -110,10 +110,10 @@ int main(void)
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}
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}
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EndMode2D();
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DrawText(TextFormat("LINES: %i/%i", lineCounter, MAX_DRAW_LINES), 10, screenHeight - 30, 20, MAROON);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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||||
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@@ -16,6 +16,7 @@
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||||
********************************************************************************************/
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||||
|
||||
#include "raylib.h"
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||||
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||||
#include "raymath.h"
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||||
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||||
//------------------------------------------------------------------------------------
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||||
@@ -23,122 +24,114 @@
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||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
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||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
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||||
const int screenWidth = 800;
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||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
|
||||
|
||||
// Hint text that shows before you click the screen
|
||||
bool startText = true;
|
||||
// Hint text that shows before you click the screen
|
||||
bool startText = true;
|
||||
|
||||
// The mouse's position on the previous frame
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||||
Vector2 mousePositionPrevious = GetMousePosition();
|
||||
// The mouse's position on the previous frame
|
||||
Vector2 mousePositionPrevious = GetMousePosition();
|
||||
|
||||
// The canvas to draw lines on
|
||||
RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
|
||||
// The canvas to draw lines on
|
||||
RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// The background color of the canvas
|
||||
const Color backgroundColor = RAYWHITE;
|
||||
// The line's thickness
|
||||
float lineThickness = 8.0f;
|
||||
// The lines hue (in HSV, from 0-360)
|
||||
float lineHue = 0.0f;
|
||||
|
||||
// The line's thickness
|
||||
float lineThickness = 8.0f;
|
||||
// The lines hue (in HSV, from 0-360)
|
||||
float lineHue = 0.0f;
|
||||
// Clear the canvas to the background color
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
|
||||
// Clear the canvas to the background color
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(backgroundColor);
|
||||
EndTextureMode();
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Disable the hint text once the user clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText) startText = false;
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Disable the hint text once the user clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText) startText = false;
|
||||
|
||||
// Clear the canvas when the user middle-clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(backgroundColor);
|
||||
EndTextureMode();
|
||||
}
|
||||
// Clear the canvas when the user middle-clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Store whether the left and right buttons are down
|
||||
bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
|
||||
// Store whether the left and right buttons are down
|
||||
bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
|
||||
|
||||
if (leftButtonDown || rightButtonDown)
|
||||
{
|
||||
// The color for the line
|
||||
Color drawColor = WHITE;
|
||||
if (leftButtonDown || rightButtonDown)
|
||||
{
|
||||
// The color for the line
|
||||
Color drawColor = WHITE;
|
||||
|
||||
if (leftButtonDown)
|
||||
{
|
||||
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
|
||||
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
|
||||
if (leftButtonDown)
|
||||
{
|
||||
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
|
||||
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
|
||||
|
||||
// While the hue is >=360, subtract it to bring it down into the range 0-360
|
||||
// This is more visually accurate than resetting to zero
|
||||
while (lineHue >= 360.0f) lineHue -= 360.0f;
|
||||
// While the hue is >=360, subtract it to bring it down into the range 0-360
|
||||
// This is more visually accurate than resetting to zero
|
||||
while (lineHue >= 360.0f) lineHue -= 360.0f;
|
||||
|
||||
// Create the final color
|
||||
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
|
||||
}
|
||||
else if (rightButtonDown)
|
||||
{
|
||||
// Use the background color as an "eraser"
|
||||
drawColor = backgroundColor;
|
||||
}
|
||||
// Create the final color
|
||||
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
|
||||
}
|
||||
else if (rightButtonDown) drawColor = RAYWHITE; // Use the background color as an "eraser"
|
||||
|
||||
// Draw the line onto the canvas
|
||||
BeginTextureMode(canvas);
|
||||
|
||||
// Circles act as "caps", smoothing corners
|
||||
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
|
||||
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
|
||||
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
// Draw the line onto the canvas
|
||||
BeginTextureMode(canvas);
|
||||
// Circles act as "caps", smoothing corners
|
||||
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
|
||||
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
|
||||
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Update line thickness based on mousewheel
|
||||
lineThickness += GetMouseWheelMove();
|
||||
lineThickness = Clamp(lineThickness, 1.0, 500.0f);
|
||||
// Update line thickness based on mousewheel
|
||||
lineThickness += GetMouseWheelMove();
|
||||
lineThickness = Clamp(lineThickness, 1.0, 500.0f);
|
||||
|
||||
// Update mouse's previous position
|
||||
mousePositionPrevious = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
// Update mouse's previous position
|
||||
mousePositionPrevious = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
// Draw the preview circle
|
||||
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
|
||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
|
||||
|
||||
// Draw the hint text
|
||||
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
// Draw the preview circle
|
||||
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload the canvas render texture
|
||||
UnloadRenderTexture(canvas);
|
||||
// Draw the hint text
|
||||
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
return 0;
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(canvas); // Unload the canvas render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -35,7 +35,7 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math sine cosine");
|
||||
|
||||
Vector2 sinePoints[WAVE_POINTS];
|
||||
@@ -97,7 +97,7 @@ int main(void)
|
||||
|
||||
// Base circle and axes
|
||||
DrawCircleLinesV(center, radius, GRAY);
|
||||
DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
|
||||
DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
|
||||
DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
|
||||
|
||||
// Wave graph axes
|
||||
@@ -110,17 +110,17 @@ int main(void)
|
||||
DrawText("0", start.x - 8, start.y + start.height/2 - 6, 6, GRAY);
|
||||
DrawText("-1", start.x - 12, start.y + start.height - 8, 6, GRAY);
|
||||
DrawText("0", start.x - 2, start.y + start.height + 4, 6, GRAY);
|
||||
DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY);
|
||||
DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY);
|
||||
|
||||
// Sine (red - vertical)
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED);
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED);
|
||||
DrawLineDashed((Vector2){ point.x, center.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, RED);
|
||||
DrawText(TextFormat("Sine %.2f", sinRad), 640, 190, 6, RED);
|
||||
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-sinRad + 1)*start.height/2.0f) }, 4.0f, RED);
|
||||
DrawSplineLinear(sinePoints, WAVE_POINTS, 1.0f, RED);
|
||||
|
||||
// Cosine (blue - horizontal)
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE);
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE);
|
||||
DrawLineDashed((Vector2){ center.x , point.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, BLUE);
|
||||
DrawText(TextFormat("Cosine %.2f", cosRad), 640, 210, 6, BLUE);
|
||||
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-cosRad + 1)*start.height/2.0f) }, 4.0f, BLUE);
|
||||
@@ -135,7 +135,7 @@ int main(void)
|
||||
DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
|
||||
|
||||
// Complementary angle (beige)
|
||||
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
|
||||
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
|
||||
DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE);
|
||||
|
||||
// Supplementary angle (darkblue)
|
||||
@@ -147,19 +147,19 @@ int main(void)
|
||||
DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK);
|
||||
|
||||
// Current angle - arc (lime), radius (black), endpoint (black)
|
||||
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
|
||||
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
|
||||
DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
|
||||
DrawCircleV(point, 4.0f, BLACK);
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
|
||||
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
|
||||
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
|
||||
|
||||
// Angle values panel
|
||||
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
|
||||
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
|
||||
//------------------------------------------------------------------------------
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - mouse trail");
|
||||
|
||||
// Array to store the history of mouse positions (our fixed-size queue)
|
||||
Vector2 trailPositions[MAX_TRAIL_LENGTH] = { 0 };
|
||||
Vector2 trailPositions[MAX_TRAIL_LENGTH] = { 0 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -62,8 +62,8 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw the trail by looping through the history array
|
||||
for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
|
||||
{
|
||||
@@ -71,22 +71,22 @@ int main(void)
|
||||
if ((trailPositions[i].x != 0.0f) || (trailPositions[i].y != 0.0f))
|
||||
{
|
||||
// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
|
||||
float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
|
||||
|
||||
float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
|
||||
|
||||
// Fade effect: oldest positions are more transparent
|
||||
// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
|
||||
Color trailColor = Fade(SKYBLUE, ratio*0.5f + 0.5f);
|
||||
|
||||
Color trailColor = Fade(SKYBLUE, ratio*0.5f + 0.5f);
|
||||
|
||||
// Size effect: oldest positions are smaller
|
||||
float trailRadius = 15.0f*ratio;
|
||||
|
||||
float trailRadius = 15.0f*ratio;
|
||||
|
||||
DrawCircleV(trailPositions[i], trailRadius, trailColor);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a distinct white circle for the current mouse position (Index 0)
|
||||
DrawCircleV(mousePosition, 15.0f, WHITE);
|
||||
|
||||
|
||||
DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
@@ -67,7 +67,7 @@ int main(void)
|
||||
const Rectangle panelRect = {
|
||||
panelPos.x, panelPos.y,
|
||||
(float)panelWidth,
|
||||
(float)screenHeight - 2.0f*panelMargin
|
||||
(float)screenHeight - 2.0f*panelMargin
|
||||
};
|
||||
|
||||
// Pie chart geometry
|
||||
@@ -108,13 +108,13 @@ int main(void)
|
||||
for (int i = 0; i < sliceCount; i++)
|
||||
{
|
||||
float sweep = (totalValue > 0)? (values[i]/totalValue)*360.0f : 0.0f;
|
||||
|
||||
|
||||
if ((angle >= currentAngle) && (angle < (currentAngle + sweep)))
|
||||
{
|
||||
hoveredSlice = i;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
currentAngle += sweep;
|
||||
}
|
||||
}
|
||||
@@ -182,11 +182,11 @@ int main(void)
|
||||
GuiLine((Rectangle){ panelPos.x + 10, (float)panelPos.y + 12 + 170, panelRect.width - 20, 1 }, NULL);
|
||||
|
||||
// Scrollable area for slice editors
|
||||
scrollPanelBounds = (Rectangle){
|
||||
panelPos.x + panelMargin,
|
||||
(float)panelPos.y + 12 + 190,
|
||||
panelRect.width - panelMargin*2,
|
||||
panelRect.y + panelRect.height - panelPos.y + 12 + 190 - panelMargin
|
||||
scrollPanelBounds = (Rectangle){
|
||||
panelPos.x + panelMargin,
|
||||
(float)panelPos.y + 12 + 190,
|
||||
panelRect.width - panelMargin*2,
|
||||
panelRect.y + panelRect.height - panelPos.y + 12 + 190 - panelMargin
|
||||
};
|
||||
int contentHeight = sliceCount*35;
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@ int main(void)
|
||||
|
||||
Vector2 start = { (screenWidth/2.0f) - 125.0f, (float)screenHeight };
|
||||
float angle = 40.0f;
|
||||
float thick = 1.0f;
|
||||
float thick = 1.0f;
|
||||
float treeDepth = 10.0f;
|
||||
float branchDecay = 0.66f;
|
||||
float length = 120.0f;
|
||||
@@ -67,21 +67,21 @@ int main(void)
|
||||
Vector2 initialEnd = { start.x + length*sinf(0.0f), start.y - length*cosf(0.0f) };
|
||||
branches[count++] = (Branch){start, initialEnd, 0.0f, length};
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Branch branch = branches[i];
|
||||
if (branch.length < 2) continue;
|
||||
|
||||
float nextLength = branch.length*branchDecay;
|
||||
|
||||
if (count < maxBranches && nextLength >= 2)
|
||||
if (count < maxBranches && nextLength >= 2)
|
||||
{
|
||||
Vector2 branchStart = branch.end;
|
||||
|
||||
float angle1 = branch.angle + theta;
|
||||
Vector2 branchEnd1 = { branchStart.x + nextLength*sinf(angle1), branchStart.y - nextLength*cosf(angle1) };
|
||||
branches[count++] = (Branch){branchStart, branchEnd1, angle1, nextLength};
|
||||
|
||||
|
||||
float angle2 = branch.angle - theta;
|
||||
Vector2 branchEnd2 = { branchStart.x + nextLength*sinf(angle2), branchStart.y - nextLength*cosf(angle2) };
|
||||
branches[count++] = (Branch){branchStart, branchEnd2, angle2, nextLength};
|
||||
@@ -94,10 +94,10 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Branch branch = branches[i];
|
||||
if (branch.length >= 2)
|
||||
if (branch.length >= 2)
|
||||
{
|
||||
if (bezier) DrawLineBezier(branch.start, branch.end, thick, RED);
|
||||
else DrawLineEx(branch.start, branch.end, thick, RED);
|
||||
|
||||
@@ -50,7 +50,7 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) linesMode = !linesMode;
|
||||
|
||||
|
||||
// Check selected vertex
|
||||
for (unsigned int i = 0; i < 3; i++)
|
||||
{
|
||||
@@ -72,7 +72,7 @@ int main(void)
|
||||
position->x += mouseDelta.x;
|
||||
position->y += mouseDelta.y;
|
||||
}
|
||||
|
||||
|
||||
// Reset index on release
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) triangleIndex = -1;
|
||||
|
||||
@@ -139,15 +139,15 @@ int main(void)
|
||||
// Render the vertex handles, reacting to mouse movement/input
|
||||
for (unsigned int i = 0; i < 3; i++)
|
||||
{
|
||||
// Draw handle fill focused by mouse
|
||||
// Draw handle fill focused by mouse
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius))
|
||||
DrawCircleV(trianglePositions[i], handleRadius, ColorAlpha(DARKGRAY, 0.5f));
|
||||
|
||||
|
||||
// Draw handle fill selected
|
||||
if (i == triangleIndex) DrawCircleV(trianglePositions[i], handleRadius, DARKGRAY);
|
||||
|
||||
|
||||
// Draw handle outline
|
||||
DrawCircleLinesV(trianglePositions[i], handleRadius, BLACK);
|
||||
DrawCircleLinesV(trianglePositions[i], handleRadius, BLACK);
|
||||
}
|
||||
|
||||
// Draw controls
|
||||
|
||||
@@ -36,7 +36,7 @@ static const char particleTypeNames[3][10] = { "WATER", "SMOKE", "FIRE" };
|
||||
typedef struct Particle {
|
||||
ParticleType type; // Particle type (WATER, SMOKE, FIRE)
|
||||
Vector2 position; // Particle position on screen
|
||||
Vector2 velocity; // Particle current speed and direction
|
||||
Vector2 velocity; // Particle current speed and direction
|
||||
float radius; // Particle radius
|
||||
Color color; // Particle color
|
||||
|
||||
@@ -45,9 +45,9 @@ typedef struct Particle {
|
||||
} Particle;
|
||||
|
||||
typedef struct CircularBuffer {
|
||||
int head; // Index for the next write
|
||||
int tail; // Index for the next read
|
||||
Particle *buffer; // Particle buffer array
|
||||
int head; // Index for the next write
|
||||
int tail; // Index for the next read
|
||||
Particle *buffer; // Particle buffer array
|
||||
} CircularBuffer;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -73,12 +73,12 @@ int main(void)
|
||||
|
||||
// Definition of particles
|
||||
Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
|
||||
CircularBuffer circularBuffer = { 0, 0, particles };
|
||||
CircularBuffer circularBuffer = { 0, 0, particles };
|
||||
|
||||
// Particle emitter parameters
|
||||
// Particle emitter parameters
|
||||
int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
|
||||
ParticleType currentType = WATER;
|
||||
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
ParticleType currentType = WATER;
|
||||
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -88,7 +88,7 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Emit new particles: when emissionRate is 1, emit every frame
|
||||
// Emit new particles: when emissionRate is 1, emit every frame
|
||||
if (emissionRate < 0)
|
||||
{
|
||||
if (rand()%(-emissionRate) == 0) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
@@ -96,9 +96,9 @@ int main(void)
|
||||
else
|
||||
{
|
||||
for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
}
|
||||
}
|
||||
|
||||
// Update the parameters of each particle
|
||||
// Update the parameters of each particle
|
||||
UpdateParticles(&circularBuffer, screenWidth, screenHeight);
|
||||
|
||||
// Remove dead particles from the circular buffer
|
||||
@@ -112,7 +112,7 @@ int main(void)
|
||||
if (IsKeyPressed(KEY_RIGHT)) (currentType == FIRE)? (currentType = WATER) : currentType++;
|
||||
if (IsKeyPressed(KEY_LEFT)) (currentType == WATER)? (currentType = FIRE) : currentType--;
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -121,7 +121,7 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Call the function with a loop to draw all particles
|
||||
// Call the function with a loop to draw all particles
|
||||
DrawParticles(&circularBuffer);
|
||||
|
||||
// Draw UI and Instructions
|
||||
@@ -133,7 +133,7 @@ int main(void)
|
||||
DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
|
||||
|
||||
if (emissionRate < 0) DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
|
||||
DrawFPS(screenWidth - 80, 10);
|
||||
|
||||
@@ -200,12 +200,12 @@ static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
|
||||
// Check if buffer full
|
||||
if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
|
||||
{
|
||||
// Add new particle to the head position and advance head
|
||||
// Add new particle to the head position and advance head
|
||||
particle = &circularBuffer->buffer[circularBuffer->head];
|
||||
circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
|
||||
}
|
||||
|
||||
return particle;
|
||||
return particle;
|
||||
}
|
||||
|
||||
static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
|
||||
@@ -213,7 +213,7 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
||||
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
|
||||
{
|
||||
// Update particle life and positions
|
||||
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
|
||||
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
|
||||
|
||||
switch (circularBuffer->buffer[i].type)
|
||||
{
|
||||
@@ -226,32 +226,32 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
||||
case SMOKE:
|
||||
{
|
||||
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
|
||||
circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
|
||||
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
|
||||
|
||||
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
|
||||
|
||||
// If alpha transparent, particle dies
|
||||
if (circularBuffer->buffer[i].color.a < 4) circularBuffer->buffer[i].alive = false;
|
||||
} break;
|
||||
case FIRE:
|
||||
{
|
||||
// Add a little horizontal oscillation to fire particles
|
||||
// Add a little horizontal oscillation to fire particles
|
||||
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
|
||||
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
||||
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
|
||||
|
||||
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
||||
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
|
||||
|
||||
// If radius too small, particle dies
|
||||
if (circularBuffer->buffer[i].radius <= 0.02f) circularBuffer->buffer[i].alive = false;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Disable particle when out of screen
|
||||
// Disable particle when out of screen
|
||||
Vector2 center = circularBuffer->buffer[i].position;
|
||||
float radius = circularBuffer->buffer[i].radius;
|
||||
float radius = circularBuffer->buffer[i].radius;
|
||||
|
||||
if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
|
||||
(center.y < -radius) || (center.y > (screenHeight + radius)))
|
||||
@@ -267,7 +267,7 @@ static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
|
||||
while ((circularBuffer->tail != circularBuffer->head) && !circularBuffer->buffer[circularBuffer->tail].alive)
|
||||
{
|
||||
circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void DrawParticles(CircularBuffer *circularBuffer)
|
||||
|
||||
@@ -39,7 +39,7 @@ int main(void)
|
||||
float insideRadius = 100.0f;
|
||||
float outsideRadius = 150.0f;
|
||||
bool outline = true;
|
||||
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@@ -79,14 +79,14 @@ int main(void)
|
||||
float angle1 = i*angleStep;
|
||||
DrawTriangle(c, b, a, ColorFromHSV(angle1*RAD2DEG, 1.0f, 1.0f));
|
||||
DrawTriangle(d, b, c, ColorFromHSV((angle1 + angleStep/2)*RAD2DEG, 1.0f, 1.0f));
|
||||
|
||||
|
||||
if (outline)
|
||||
{
|
||||
DrawTriangleLines(a, b, c, BLACK);
|
||||
DrawTriangleLines(c, b, d, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
|
||||
|
||||
|
||||
@@ -25,7 +25,7 @@ int main(void)
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
|
||||
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - vector angle");
|
||||
|
||||
Reference in New Issue
Block a user