ADDED: example: shapes_bullet_hell (#5218)

* add shapes_bullet_hell example

* adjust example count
This commit is contained in:
zero
2025-09-30 06:59:44 -03:00
committed by GitHub
parent 37149082e8
commit 56e32f2c3e
6 changed files with 295 additions and 2 deletions

View File

@@ -0,0 +1,286 @@
/*******************************************************************************************
*
* raylib [shapes] example - bullet hell
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Zero (@zerohorsepower)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: cosf(), sinf()
#define MAX_BULLETS 500000 // Max bullets that 800x450 can keep on minimum settings is 130.000 bullets
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Bullet {
Vector2 position;
Vector2 acceleration; // the amount of pixels to be incremented to position every frame
bool disabled; // skip processing and draw case out of screen
Color color;
} Bullet;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
// Bullet
Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array
int bulletCount = 0;
int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
int bulletRadius = 10;
float bulletSpeed = 3.0f;
int bulletRows = 6;
Color bulletColor[2] = { RED, BLUE };
// Spawner
float baseDirection = 0;
int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
float spawnCooldown = 2;
float spawnCooldownTimer = spawnCooldown;
// Magic circle
float magicCircleRotation = 0;
// Used on performance drawing
RenderTexture bulletTexture = LoadRenderTexture(24, 24);
// Draw circle to bullet texture, then draw bullet using DrawTexture()
// This is being done to improve the performance, since DrawCircle() is slow
BeginDrawing();
BeginTextureMode(bulletTexture);
DrawCircle(12, 12, bulletRadius, WHITE);
DrawCircleLines(12, 12, bulletRadius, BLACK);
EndTextureMode();
EndDrawing();
bool drawInPerformanceMode = true;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Reset the bullet index
// New bullets will replace the old ones that are already disabled due to out-of-screen
if (bulletCount >= MAX_BULLETS)
{
bulletCount = 0;
bulletDisabledCount = 0;
}
spawnCooldownTimer--;
if (spawnCooldownTimer < 0)
{
spawnCooldownTimer = spawnCooldown;
// Spawn bullets
float degreesPerRow = 360.0f / bulletRows;
for (int row = 0; row < bulletRows; row++)
{
if (bulletCount < MAX_BULLETS)
{
bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
bullets[bulletCount].disabled = false;
bullets[bulletCount].color = bulletColor[row % 2];
float bulletDirection = baseDirection + (degreesPerRow * row);
// bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
// only need to calculate it at the spawning time.
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise.
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
bullets[bulletCount].acceleration = (Vector2){
bulletSpeed * cosf(bulletDirection * DEG2RAD),
bulletSpeed * sinf(bulletDirection * DEG2RAD)
};
bulletCount++;
}
}
baseDirection += angleIncrement;
}
// Update bullets position based on its acceleration
for (int i = 0; i < bulletCount; i++)
{
// Only update bullet if inside the screen
if (!bullets[i].disabled)
{
bullets[i].position.x += bullets[i].acceleration.x;
bullets[i].position.y += bullets[i].acceleration.y;
// Disable bullet if out of screen
if
(
bullets[i].position.x < -bulletRadius*2 ||
bullets[i].position.x > screenWidth + bulletRadius*2 ||
bullets[i].position.y < -bulletRadius*2 ||
bullets[i].position.y > screenHeight + bulletRadius*2
)
{
bullets[i].disabled = true;
bulletDisabledCount++;
}
}
}
// Input
if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++;
if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--;
if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && bulletSpeed > 0.50f) bulletSpeed -= 0.25f;
if (IsKeyPressed(KEY_Z) && spawnCooldown > 1) spawnCooldown--;
if (IsKeyPressed(KEY_X)) spawnCooldown++;
if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
if (IsKeyDown(KEY_SPACE))
{
angleIncrement += 1;
angleIncrement %= 360;
}
if (IsKeyPressed(KEY_C))
{
bulletCount = 0;
bulletDisabledCount = 0;
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw magic circle
magicCircleRotation++;
DrawRectanglePro(
(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
(Vector2) { 60, 60 },
magicCircleRotation,
PURPLE
);
DrawRectanglePro(
(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
(Vector2) { 60, 60 },
magicCircleRotation + 45,
PURPLE
);
DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
// Draw bullets
// DrawInPerformanceMode = draw bullets using DrawTexture, DrawCircle is vary slow
if (drawInPerformanceMode)
{
for (int i = 0; i < bulletCount; i++)
{
// Do not draw disabled bullets (out of screen)
if (!bullets[i].disabled)
{
DrawTexture(
bulletTexture.texture,
bullets[i].position.x - bulletTexture.texture.width*0.5f,
bullets[i].position.y - bulletTexture.texture.height*0.5f,
bullets[i].color
);
}
}
} else {
for (int i = 0; i < bulletCount; i++)
{
// Do not draw disabled bullets (out of screen)
if (!bullets[i].disabled)
{
DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
}
}
}
// Draw UI
DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 });
DrawText("Controls:", 20, 20, 10, LIGHTGRAY);
DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY);
DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY);
DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY);
DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY);
DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY);
DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
if (drawInPerformanceMode)
{
DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
} else {
DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
}
DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
DrawText(
TextFormat(
"[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed, angleIncrement, spawnCooldown
),
155,
420,
10,
GREEN
);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(bulletTexture);
free(bullets);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}