Update shapes_bullet_hell.c

This commit is contained in:
Ray
2025-09-30 18:27:59 +02:00
parent 56e32f2c3e
commit 5d9352a0a1

View File

@@ -16,26 +16,22 @@
********************************************************************************************/
#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
#include <stdlib.h> // Required for: calloc(), free()
#include <math.h> // Required for: cosf(), sinf()
#define MAX_BULLETS 500000 // Max bullets to be processed
//----------------------------------------------------------------------------------
// 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;
Vector2 position; // Bullet position on screen
Vector2 acceleration; // Amount of pixels to be incremented to position every frame
bool disabled; // Skip processing and draw case out of screen
Color color; // Bullet color
} Bullet;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@@ -48,8 +44,8 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
// Bullet
Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array
// Bullets definition
Bullet *bullets = (Bullet *)RL_CALLOC(MAX_BULLETS, sizeof(Bullet)); // Bullets array
int bulletCount = 0;
int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
int bulletRadius = 10;
@@ -57,7 +53,7 @@ int main(void)
int bulletRows = 6;
Color bulletColor[2] = { RED, BLUE };
// Spawner
// Spawner variables
float baseDirection = 0;
int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
float spawnCooldown = 2;
@@ -70,15 +66,13 @@ int main(void)
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();
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
BeginTextureMode(bulletTexture);
DrawCircle(12, 12, bulletRadius, WHITE);
DrawCircleLines(12, 12, bulletRadius, BLACK);
DrawCircle(12, 12, bulletRadius, WHITE);
DrawCircleLines(12, 12, bulletRadius, BLACK);
EndTextureMode();
EndDrawing();
bool drawInPerformanceMode = true;
bool drawInPerformanceMode = true; // Switch between DrawCircle() and DrawTexture()
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@@ -88,7 +82,6 @@ int main(void)
{
// 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)
@@ -103,27 +96,25 @@ int main(void)
spawnCooldownTimer = spawnCooldown;
// Spawn bullets
float degreesPerRow = 360.0f / bulletRows;
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];
bullets[bulletCount].color = bulletColor[row%2];
float bulletDirection = baseDirection + (degreesPerRow * row);
float bulletDirection = baseDirection + (degreesPerRow*row);
// bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
// 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.
// 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)
bulletSpeed*cosf(bulletDirection*DEG2RAD),
bulletSpeed*sinf(bulletDirection*DEG2RAD)
};
bulletCount++;
@@ -131,29 +122,22 @@ int main(void)
}
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
)
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++;
@@ -161,12 +145,12 @@ int main(void)
}
}
// Input
if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++;
if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--;
// Input logic
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_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;
@@ -181,51 +165,42 @@ int main(void)
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
);
DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
(Vector2){ 60.0f, 60.0f }, magicCircleRotation, PURPLE);
DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
(Vector2){ 60.0f, 60.0f }, 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)
{
// Draw bullets using pre-rendered texture containing circle
for (int i = 0; i < bulletCount; i++)
{
// Do not draw disabled bullets (out of screen)
if (!bullets[i].disabled)
{
DrawTexture(
bulletTexture.texture,
DrawTexture(bulletTexture.texture,
bullets[i].position.x - bulletTexture.texture.width*0.5f,
bullets[i].position.y - bulletTexture.texture.height*0.5f,
bullets[i].color
);
bullets[i].color);
}
}
} else {
}
else
{
// Draw bullets using DrawCircle(), less performant
for (int i = 0; i < bulletCount; i++)
{
// Do not draw disabled bullets (out of screen)
@@ -248,25 +223,13 @@ int main(void)
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);
}
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
);
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();
//----------------------------------------------------------------------------------
@@ -274,10 +237,9 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(bulletTexture); // Unload bullet texture
UnloadRenderTexture(bulletTexture);
free(bullets);
RL_FREE(bullets); // Free bullets array data
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------