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ADDED: example: shapes_bullet_hell
(#5218)
* add shapes_bullet_hell example * adjust example count
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286
examples/shapes/shapes_bullet_hell.c
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286
examples/shapes/shapes_bullet_hell.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - bullet hell
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5)
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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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* Copyright (c) 2025-2025 Zero (@zerohorsepower)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: malloc(), free()
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#include <math.h> // Required for: cosf(), sinf()
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#define MAX_BULLETS 500000 // Max bullets that 800x450 can keep on minimum settings is 130.000 bullets
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Bullet {
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Vector2 position;
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Vector2 acceleration; // the amount of pixels to be incremented to position every frame
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bool disabled; // skip processing and draw case out of screen
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Color color;
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} Bullet;
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program 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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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
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// Bullet
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Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array
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int bulletCount = 0;
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int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
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int bulletRadius = 10;
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float bulletSpeed = 3.0f;
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int bulletRows = 6;
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Color bulletColor[2] = { RED, BLUE };
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// Spawner
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float baseDirection = 0;
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int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
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float spawnCooldown = 2;
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float spawnCooldownTimer = spawnCooldown;
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// Magic circle
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float magicCircleRotation = 0;
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// Used on performance drawing
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RenderTexture bulletTexture = LoadRenderTexture(24, 24);
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// Draw circle to bullet texture, then draw bullet using DrawTexture()
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// This is being done to improve the performance, since DrawCircle() is slow
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BeginDrawing();
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BeginTextureMode(bulletTexture);
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DrawCircle(12, 12, bulletRadius, WHITE);
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DrawCircleLines(12, 12, bulletRadius, BLACK);
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EndTextureMode();
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EndDrawing();
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bool drawInPerformanceMode = true;
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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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// Reset the bullet index
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// New bullets will replace the old ones that are already disabled due to out-of-screen
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if (bulletCount >= MAX_BULLETS)
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{
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bulletCount = 0;
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bulletDisabledCount = 0;
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}
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spawnCooldownTimer--;
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if (spawnCooldownTimer < 0)
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{
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spawnCooldownTimer = spawnCooldown;
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// Spawn bullets
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float degreesPerRow = 360.0f / bulletRows;
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for (int row = 0; row < bulletRows; row++)
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{
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if (bulletCount < MAX_BULLETS)
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{
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bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
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bullets[bulletCount].disabled = false;
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bullets[bulletCount].color = bulletColor[row % 2];
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float bulletDirection = baseDirection + (degreesPerRow * row);
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// bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
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// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
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// only need to calculate it at the spawning time.
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// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise.
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// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
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bullets[bulletCount].acceleration = (Vector2){
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bulletSpeed * cosf(bulletDirection * DEG2RAD),
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bulletSpeed * sinf(bulletDirection * DEG2RAD)
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};
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bulletCount++;
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}
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}
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baseDirection += angleIncrement;
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}
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// Update bullets position based on its acceleration
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for (int i = 0; i < bulletCount; i++)
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{
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// Only update bullet if inside the screen
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if (!bullets[i].disabled)
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{
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bullets[i].position.x += bullets[i].acceleration.x;
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bullets[i].position.y += bullets[i].acceleration.y;
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// Disable bullet if out of screen
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if
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(
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bullets[i].position.x < -bulletRadius*2 ||
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bullets[i].position.x > screenWidth + bulletRadius*2 ||
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bullets[i].position.y < -bulletRadius*2 ||
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bullets[i].position.y > screenHeight + bulletRadius*2
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)
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{
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bullets[i].disabled = true;
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bulletDisabledCount++;
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}
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}
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}
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// Input
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if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++;
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if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--;
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if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
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if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && bulletSpeed > 0.50f) bulletSpeed -= 0.25f;
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if (IsKeyPressed(KEY_Z) && spawnCooldown > 1) spawnCooldown--;
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if (IsKeyPressed(KEY_X)) spawnCooldown++;
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if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
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if (IsKeyDown(KEY_SPACE))
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{
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angleIncrement += 1;
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angleIncrement %= 360;
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}
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if (IsKeyPressed(KEY_C))
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{
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bulletCount = 0;
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bulletDisabledCount = 0;
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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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// Draw magic circle
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magicCircleRotation++;
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DrawRectanglePro(
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(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
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(Vector2) { 60, 60 },
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magicCircleRotation,
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PURPLE
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);
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DrawRectanglePro(
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(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
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(Vector2) { 60, 60 },
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magicCircleRotation + 45,
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PURPLE
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);
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DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
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DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
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DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
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// Draw bullets
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// DrawInPerformanceMode = draw bullets using DrawTexture, DrawCircle is vary slow
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if (drawInPerformanceMode)
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{
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for (int i = 0; i < bulletCount; i++)
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{
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// Do not draw disabled bullets (out of screen)
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if (!bullets[i].disabled)
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{
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DrawTexture(
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bulletTexture.texture,
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bullets[i].position.x - bulletTexture.texture.width*0.5f,
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bullets[i].position.y - bulletTexture.texture.height*0.5f,
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bullets[i].color
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);
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}
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}
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} else {
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for (int i = 0; i < bulletCount; i++)
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{
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// Do not draw disabled bullets (out of screen)
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if (!bullets[i].disabled)
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{
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DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
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DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
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}
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}
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}
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// Draw UI
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DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 });
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DrawText("Controls:", 20, 20, 10, LIGHTGRAY);
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DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY);
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DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY);
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DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY);
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DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY);
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DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY);
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DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
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DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
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if (drawInPerformanceMode)
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{
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DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
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} else {
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DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
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}
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DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
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DrawText(
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TextFormat(
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"[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
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GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed, angleIncrement, spawnCooldown
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),
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155,
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420,
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10,
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GREEN
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);
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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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UnloadRenderTexture(bulletTexture);
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free(bullets);
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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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