208 Commits
1.3.0 ... 1.4.0

Author SHA1 Message Date
Ray
75a73d9417 Merge pull request #88 from raysan5/develop
Develop branch integration
2016-02-21 16:51:14 +01:00
raysan5
d042ed52fa Updated 2016-02-21 16:19:40 +01:00
raysan5
2cc05e5e92 Corrected typo 2016-02-21 16:19:31 +01:00
raysan5
2a058338f3 Updated some files 2016-02-21 14:34:11 +01:00
Ray
4d2b8471fa Update README.md 2016-02-21 14:17:33 +01:00
Ray
26252c4c1d Merge pull request #87 from raysan5/develop
Integrate Develop branch
2016-02-21 12:23:05 +01:00
Ray
c70d8acb33 Update README.md 2016-02-21 12:22:44 +01:00
Ray
16dd57747c Merge pull request #86 from raysan5/master
Small change from master to develop
2016-02-21 12:19:48 +01:00
Ray
24ba22a43a Update ROADMAP.md 2016-02-21 12:18:36 +01:00
Ray
2da3c6d288 Merge pull request #85 from raysan5/develop
Integrate Develop branch
2016-02-21 12:14:39 +01:00
Ray
c7486a0339 Update README.md 2016-02-21 12:13:36 +01:00
raysan5
c86b3d0c05 Updated 2016-02-21 02:34:07 +01:00
Ray
2d1b2efb92 Merge pull request #84 from raysan5/develop
Integrate Develop branch
2016-02-21 02:30:28 +01:00
raysan5
9ec4776812 Corrected typo 2016-02-21 02:29:11 +01:00
raysan5
2f08845d1e Updated docs 2016-02-21 02:27:34 +01:00
raysan5
9f5efeb309 Update makefiles 2016-02-21 00:44:55 +01:00
raysan5
182054b662 Updated for web 2016-02-20 23:49:21 +01:00
raysan5
a8bb9b6b19 Updated image to POT 2016-02-20 22:43:10 +01:00
raysan5
84252f9b70 Uploaded raylib bitcode library (PLATFORM_WEB) 2016-02-20 20:29:20 +01:00
raysan5
89409817b5 Games makefile 2016-02-20 20:25:10 +01:00
raysan5
7b360d8579 Reorganized games folder
Simplified to match raylib installer package folder structure
2016-02-20 20:25:01 +01:00
raysan5
83459159f4 Corrected compiler complaint 2016-02-20 19:01:41 +01:00
Ray
4b6e6d4dd4 Merge pull request #83 from raysan5/develop
Develop branch integration
2016-02-20 01:09:47 +01:00
Ray
954ced21a4 Merge branch 'master' into develop
# Conflicts:
#	src/gestures.c
#	src/makefile
2016-02-20 01:08:43 +01:00
Ray San
98c60838fe Reviewed RPI inputs 2016-02-19 19:57:25 +01:00
Ray
09f28d0f57 Working on RPI gamepad support 2016-02-19 00:16:16 +01:00
Ray San
8aab52aeda Redesigned RPI input system -IN PROGRESS- 2016-02-18 14:05:48 +01:00
Ray
afd2ffb74a Updated gestures module
Using normalized [0..1] input points
2016-02-17 13:00:48 +01:00
raysan5
825e42dc00 Updated logo size on t-shirt 2016-02-14 12:25:32 +01:00
raysan5
b99b21fa38 Added raylib promotional T-shirt design 2016-02-14 01:14:49 +01:00
raysan5
0018522031 Updated show-logo and start reviewing RPI inputs 2016-02-13 19:14:22 +01:00
raysan5
30fafb77db Updated fullscreen issue comment 2016-02-13 17:39:38 +01:00
raysan5
ed19064405 Reviewed physics module
A deeper revision required, not clear enough for the user
Key: Create a PhysicObjects pool
2016-02-13 17:09:53 +01:00
raysan5
94c92a58a1 Some tweaks 2016-02-13 17:08:09 +01:00
raysan5
9c9aeaef47 Added web template (shell) for html5 games 2016-02-13 12:21:29 +01:00
raysan5
cbbe948529 Some code tweaks 2016-02-12 19:02:23 +01:00
raysan5
823abf666e Reviewed code TODOs 2016-02-12 12:22:56 +01:00
raysan5
685273675b Improved LoadHeightmap() 2016-02-11 15:51:04 +01:00
raysan5
15cd4dce4e Updated examples to make them clearer 2016-02-11 14:56:27 +01:00
raysan5
9cbfcbb820 Add a note about an issue 2016-02-11 14:56:00 +01:00
raysan5
fca83c9ff8 Solve bug on matrix multiply order for scale and rotation 2016-02-11 14:27:18 +01:00
raysan5
54c7fa491e Added 6 new examples 2016-02-11 12:26:45 +01:00
Ray
c69ce1d750 Updated comments 2016-02-10 13:54:32 +01:00
Ray
84a6724b33 Fixed a bug 2016-02-10 11:24:02 +01:00
Ray
a847df921f Reviewed gestures module 2016-02-10 10:31:06 +01:00
Ray
687fe2c3c7 Updated 2016-02-08 09:06:26 +01:00
Ray
e98ea900cf Reviewing gestures module (IN PROGRESS) 2016-02-08 09:06:23 +01:00
Ray
2ef9552454 WARNING message shortened 2016-02-08 09:06:20 +01:00
Ray
6a392f0eb2 GLAD not used on HTML5 2016-02-08 09:06:16 +01:00
raysan5
c00062655f GLAD only available on PLATFORM_DESKTOP 2016-02-07 11:35:36 +01:00
raysan5
4ad375a378 Code review
Most of this code was developed by students, it requires some additional
review to be used for teaching.
2016-02-07 11:23:12 +01:00
raysan5
4a3509f06d Added game sources: Skully Escape
This game was developed for King GameJam 2015
2016-02-07 11:09:12 +01:00
raysan5
4fae37bb88 Removed floppy game, available as sample 2016-02-07 11:08:31 +01:00
Ray
646f1c3f71 Some formating tweaks 2016-02-03 17:45:28 +01:00
Ray
df5c64d0be Functions parameters reorganize: Axis and Angle
sin(), cos() functions cached and replaced by float c99 versions sinf(),
cos()
2016-02-02 18:41:01 +01:00
Ray
65ecde1e75 Cleaned code a little bit 2016-02-02 17:59:13 +01:00
Ray
728e1715cc Redesigned gestures system...
...and improved mouse gestures support
Some testing still required...
2016-02-02 16:43:42 +01:00
Ray
e484d58d9c Uploaded gamejam game sources 2016-01-31 15:31:51 +01:00
Ray
708e8c558c Added a bunch of sample games
Those games have been developed by students and ported to a common base
template. Some of them still require some review to be consistent with
each other (formatting, variables naming, code structure...)
2016-01-29 07:26:06 -08:00
Ray
4ec0ac89cd Merge pull request #82 from procedural/disable-cursor
Disable cursor feature
2016-01-29 06:57:42 -08:00
Ray
196bda0597 Merge pull request #81 from procedural/fix-shader-versions
Fix shader versions
2016-01-29 06:53:05 -08:00
Ray
bf32081fa9 Merge pull request #80 from procedural/fix-compiling-on-linux
Fix raylib compiling on Linux
2016-01-29 06:52:41 -08:00
Constantine Tarasenkov
13925f7bd4 Add functions to disable and enable cursor 2016-01-29 09:09:18 +03:00
Constantine Tarasenkov
e6ad166ae3 2016-01-29 08:02:53 +03:00
Constantine Tarasenkov
db5493b783 Fix shader versions 2016-01-29 03:47:43 +03:00
Constantine Tarasenkov
5d6475c93b Fix raylib compiling on Linux 2016-01-29 03:22:51 +03:00
raysan5
ac475f46b9 Added touch points id to gestures
Required by ProcessGestureEvent()
2016-01-28 10:03:37 +01:00
Ray
c21ca3ca1a Updated screenshots 2016-01-26 20:26:46 +01:00
raysan5
99f99bea47 Simplified shader matrix uniforms 2016-01-25 13:54:09 +01:00
raysan5
d0ff78e7f4 Move Light struct to example 2016-01-25 13:39:23 +01:00
raysan5
3113a20390 Added bounding box calculation 2016-01-25 11:12:31 +01:00
raysan5
41959eeae1 Added support for mouse gestures (need testing)
Mouse input is interpreted as touches to allow mouse gestures
detection... and get an unified inputs system for all platforms!
2016-01-24 19:17:08 +01:00
raysan5
08da91047e Some code tweaks 2016-01-23 13:22:13 +01:00
raysan5
6e9d3eb0f9 Review comments 2016-01-23 12:37:42 +01:00
Ray
ed674d865b Merge pull request #79 from victorfisac/develop
Fixed hold gesture detection
2016-01-23 11:16:59 +01:00
victorfisac
233f7611da Fixed hold gesture detection
- Fixed gestures hold detection.
- Improved hold state detection for little touch position increments
(sensitivity).
2016-01-22 17:07:54 +01:00
victorfisac
f874fdc1ad Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-22 15:36:56 +01:00
raysan5
4e57bd1f18 Replaced GLEW by GLAD
Removed GLEW external dependency, now it works with GLAD
Kept GLEW path, just in case... detected weird behaviour when testing
with gDEBugger
2016-01-22 01:22:45 +01:00
raysan5
455be7f6f6 Try to implement GLAD support 2016-01-21 13:52:09 +01:00
raysan5
23d66e9b6f Move extensions loading to core module 2016-01-21 12:24:35 +01:00
raysan5
882e2abee1 Corrected bug 2016-01-21 12:24:12 +01:00
raysan5
68ba34c17b Updated struct types 2016-01-21 01:03:43 +01:00
Ray
a286d9166b Merge pull request #78 from victorfisac/develop
Added ray-sphere collision detection
2016-01-20 19:34:34 +01:00
victorfisac
fcd30c5649 Added ray-sphere collision detection 2016-01-20 19:28:47 +01:00
victorfisac
8ae0da1fa1 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-20 19:26:52 +01:00
victorfisac
25f5995be0 Revert "Added ray-sphere collision detection"
This reverts commit 423a45ac85.
2016-01-20 19:26:30 +01:00
raysan5
cf6c6fefd7 Review some function names for consistency with raymath 2016-01-20 19:23:58 +01:00
raysan5
c5663ca015 Some formatting tweaks 2016-01-20 19:09:48 +01:00
raysan5
51c0b61a43 Updated to latest version of stb libs 2016-01-20 18:48:52 +01:00
raysan5
634f8f0d0f Adapted easings as single header and inline functions 2016-01-20 18:20:36 +01:00
raysan5
efa1c96d19 Adapted raymath as single header library
Added support for single header implementation and also inline functions
support
2016-01-20 18:20:05 +01:00
victorfisac
423a45ac85 Added ray-sphere collision detection
- Added simple ray-sphere collision detection.
- Added extra function with extended parameters to obtain collision
point vector.
- Fixed bounding box calculations init values (were causing compiling
errors).
2016-01-20 16:01:59 +01:00
victorfisac
dc385ba4ec Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-20 15:59:32 +01:00
Ray
c8e8c0a002 Merge pull request #76 from kd7tck/develop
standalone raymath
2016-01-20 15:47:48 +01:00
victorfisac
c04752c0e4 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-20 13:48:00 +01:00
Joshua Reisenauer
ae87a35f6e standalone raymath
look over for errors
2016-01-19 15:00:48 -08:00
raysan5
29c618a35e Added some functions (incomplete) 2016-01-19 20:27:41 +01:00
raysan5
036e77939f Updated for raylib v1.4
Moved building information to raylib github Wiki page
2016-01-19 11:00:10 +01:00
raysan5
de7bddb8df Updated with progresses 2016-01-19 10:59:19 +01:00
raysan5
fd05d3e353 Rename VertexData struct to Mesh
Reviewed vertex type variables
2016-01-18 13:36:18 +01:00
raysan5
a640503119 Corrected literal value 2016-01-18 13:33:12 +01:00
raysan5
f24fd14814 Note on RPI inputs 2016-01-18 12:05:10 +01:00
raysan5
f98c4dc82b Corrected bug on fonts loading 2016-01-18 12:04:54 +01:00
Ray
f1d16386b6 Update shaders_basic_lighting.c 2016-01-17 02:13:08 +01:00
Ray
144681fc0f Rename lighting_blinn_phong.c to shaders_basic_lighting.c 2016-01-17 02:11:06 +01:00
raysan5
03c82605a0 Replaced deprecated texture2D() function by texture() 2016-01-16 12:53:48 +01:00
raysan5
183795b8aa Review literals type 2016-01-16 12:52:55 +01:00
Ray San
91e00431d4 Corrected some bugs 2016-01-14 09:19:56 +01:00
raysan5
3b4d8442e0 Corrected some float values 2016-01-13 19:30:35 +01:00
raysan5
4f0165f32d Example reviewed (more clear now) 2016-01-13 18:11:11 +01:00
raysan5
fb6ef2c2f4 Vertex shaders optimization 2016-01-13 17:13:28 +01:00
Ray
bb49102a4b Merge pull request #73 from victorfisac/develop
World to screen conversion and little review
2016-01-11 19:47:17 +01:00
victorfisac
4cc394c376 Added world to screen conversion
- Added function WorldToScreen(...).
- Added world to screen example.
- Review GetMouseRay() comment.
- Removed deprecated lighting functions from raylib header.
2016-01-11 15:59:26 +01:00
victorfisac
8eb6fc5612 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-11 15:09:23 +01:00
raysan5
5e7686695f Review Light/Material system
Simplified for the user (more intuitive and clear)
Removed lighting module dependency
2016-01-11 13:29:55 +01:00
raysan5
e5a56fa985 Change drawing order to avoid artifacts with...
... transparent elements
2016-01-11 11:59:15 +01:00
Ray
f10835cf09 Merge pull request #72 from victorfisac/develop
Fixed small glitch on zoom-in
2016-01-10 23:01:39 +01:00
victorfisac
a5e79b7663 Fixed small glitch on zoom-in with mouse wheel
It seems that now works. Tested all free camera features with some
directions and positions and no unexpected behaviours detected. I don't
know if those lines are really indispensable.
2016-01-08 02:53:26 +01:00
victorfisac
b7461846ab Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-08 02:47:44 +01:00
raysan5
40119949cb Ignore some files 2016-01-07 17:12:54 +01:00
Ray
21229aa3f6 Merge pull request #71 from victorfisac/develop
Implemented ray trace from mouse position
2016-01-07 17:04:56 +01:00
victorfisac
1793f2c3b8 Added collision check between ray and box
- Added CheckCollisionRayBox() function.
- Updated and improved core 3d picking example (currently working as
expected).
2016-01-07 16:18:24 +01:00
victorfisac
4a637191f2 Implemented ray trace from mouse position
- Fixed GetMouseRay() function.
- rlglUnproject() unused.
2016-01-07 15:34:49 +01:00
victorfisac
8991573984 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-06 19:19:31 +01:00
raysan5
7f2e67e924 Simplified MatrixMultiply() function 2016-01-06 17:22:24 +01:00
Ray
1ce010c7d4 Merge pull request #70 from victorfisac/develop
Fixed Android bug and added physic buttons inputs
2016-01-06 17:16:03 +01:00
victorfisac
fe0cf8f9a9 Added some comments and fixed spaces 2016-01-05 13:58:20 +01:00
victorfisac
32508f6db1 Fixed Android lock screen bug
- Fixed Android locking screen bug. OnDestroy() was called when locking
screen.
- Power button input must be handled by OS.
- AndroidManifest.xml is affected by configChanges="screenSize".
- Updated library header for android template.
2016-01-05 12:21:40 +01:00
victorfisac
1c23edd1e5 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-04 21:03:30 +01:00
victorfisac
ea50092356 Add Android physic buttons input detection
- Added functions for detect when pressed, during down and when
released.
- Added defines for back, menu, volume up and down button numbers.
2016-01-04 21:00:20 +01:00
raysan5
891c4a458a Matrix variables renaming 2016-01-04 20:02:57 +01:00
victorfisac
0c539cbf32 Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-01-04 19:28:52 +01:00
raysan5
70d405b41b Added functionality: Storage values
Two new functions added to save/load values as binary data:
- StorageSaveValue()
- StorageLoadValue()
2016-01-04 15:12:34 +01:00
raysan5
95da97fa74 Fixed bug: rlglGenerateMipmaps() 2016-01-04 15:09:44 +01:00
Ray
546c727520 Merge pull request #69 from victorfisac/develop
Improved lighting and physac engine modules and added new example
2016-01-04 12:40:54 +01:00
victorfisac
1656d17b22 Fixed little bug in lighting blinn phong example 2016-01-03 18:24:20 +01:00
victorfisac
8fa5c9dce2 Added rigidbody force example image 2016-01-03 18:05:09 +01:00
victorfisac
b8b34a1b26 Added new physics example
New physics example to see AddForceAtPosition() behaviour applied to 5
rigidbodies.
2016-01-03 17:58:16 +01:00
victorfisac
6608c5a8a7 Fixed physics basic example example name 2016-01-03 17:54:06 +01:00
victorfisac
a299bc289b Improved and added functions to physac engine module
- Improved physics calculations.
- Added AddForceAtPosition function (added to all enabled rigidbodies).
- Updated raylib header.
2016-01-03 17:53:29 +01:00
victorfisac
e0d8cceb65 Fixed lighting engine module newlines at end of file 2016-01-03 17:52:18 +01:00
raysan5
3a739c38c5 Updated Android project template 2016-01-03 13:01:42 +01:00
raysan5
d32feaa668 Reviewed Android inputs and gestures system
Corrected Android processing for some inputs (BACK button, VOLUME
buttons)
Redesigned Gestures system (some work still required)
SetEnabledGestures() - Only support desired gestures (requires some
review)
2016-01-03 13:01:21 +01:00
raysan5
f269fb46ea BUG: Gestures lib was processed two times 2016-01-03 12:57:44 +01:00
raysan5
63ea3449d3 Reorganized folders 2016-01-02 11:14:24 +01:00
raysan5
e97438114f Reviewed code 2016-01-02 11:14:04 +01:00
raysan5
a5492dd5fc Corrected compilation flag...
...to avoid .mem file creation
2016-01-02 11:00:23 +01:00
raysan5
fa057f512f Improved fonts support
Added LoadBMFont() to load AngelCode fonts (.fnt)
Implemented LoadTTF() to load .ttf fonts (crappy packaging)
2016-01-02 10:45:51 +01:00
raysan5
55f0abbe99 Updated to latest version 2016-01-02 10:44:03 +01:00
raysan5
9f5c5dfff4 Added module: easings (header only) 2016-01-02 10:43:17 +01:00
raysan5
802f29fb0e Eat Android Back key to avoid crash 2016-01-02 10:42:43 +01:00
raysan5
8a29e5eb5e Updated version to avoid warning 2016-01-02 10:42:01 +01:00
raysan5
b804f38150 Small code tweaks 2016-01-02 10:41:37 +01:00
raysan5
46ea556593 Gestures system is automatically Init and Updated 2015-12-31 13:34:45 +01:00
raysan5
5335f262be Updated makefiles 2015-12-31 13:34:03 +01:00
Ray
b11cda959d Update lighting_blinn_phong.c 2015-12-30 13:46:01 +01:00
Ray
8c8e5bb7c8 Update and rename physics.c to physac.c 2015-12-30 13:43:53 +01:00
Ray
59cf0f6a42 Update and rename physics.h to physac.h 2015-12-30 13:42:59 +01:00
raysan5
5659249dfa Some tweaks and details review 2015-12-30 13:35:03 +01:00
raysan5
b894a78385 Reviewed function GetCurrentTime() on WIN32 2015-12-30 13:34:45 +01:00
raysan5
3b45336929 Reviewed function: CheckCollisionCircleRec() 2015-12-30 13:34:00 +01:00
raysan5
da28cff0f6 Added function: SubText()
Useful to get a piece of text, could be used for text typing animations
2015-12-30 13:33:26 +01:00
raysan5
5dbb93dbb4 Added function: ImageDither()
Corrected some code details
2015-12-30 13:32:41 +01:00
Ray
6cb0603fbe Merge pull request #67 from victorfisac/develop
Fixed Android compilation with 1.3 updates
2015-12-30 13:24:39 +01:00
victorfisac
8e30bd1f69 Fixed and improved android template
- Added gestures module functions.
- Fixed screen tap detection.
2015-12-30 04:43:24 +01:00
victorfisac
6e5ceaa30d Fixed Android compilation with 1.3 updates
- Fixed Android MakeFile adding gestures module.
- Fixed Android project template functions names.
- Updated compiled library and header.
2015-12-30 03:12:52 +01:00
Ray
e8c79f53a6 Merge pull request #66 from victorfisac/develop
New matrix location points, lighting and physics engine modules with examples
2015-12-24 12:42:48 +01:00
victorfisac
e683fe88b9 Added physics engine-module and example
- Added new physics engine-module with four new data types: Physics,
Transform, Rigidbody and Collider. This library contains functions to
apply physics calculations to a position vector calculating collisions
automatically.

- Fixed some writing mistakes of lighting module.
2015-12-21 21:12:35 +01:00
victorfisac
1bcb5ddd50 Added lighting engine module
- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.

- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).

- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).

Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
2015-12-21 17:25:22 +01:00
victorfisac
4db2da9185 Added new matrix location points and extra functions
- New model and view transformation matrix added, useful for shaders.
Modelview matrix not deleted to keep opengl 1.1 pipeline compatibility.

- New extra function added DrawModelWiresEx() to set a rotation and
scale transformations to a wire model drawing.

- Other writing and little audio.c bug fixed.
2015-12-21 16:42:13 +01:00
raysan5
1b39b2e261 Added BeginDrawingEx()
BeginDrawing() function with extended parameters
2015-12-14 23:30:27 +01:00
raysan5
f144b6bae4 MeasureTextEx() - Added support for multi-line size measure 2015-12-09 20:57:50 +01:00
raysan5
2bd7245508 DrawTextureRec() function review to allow flipped rectangle 2015-12-09 20:22:42 +01:00
raysan5
b62f7c3057 Corrected bug 2015-12-09 20:21:58 +01:00
raysan5
f4e455398c Small bug corrected 2015-12-03 13:45:06 +01:00
raysan5
85908befea Corrected bug on spritefont loading 2015-12-03 13:44:45 +01:00
Ray
a6f5a0339a Corrected bug 2015-11-09 13:13:26 +01:00
Ray
c17c1ccaea Corrected html5 glfw3 bug
Mouse button values are inverted!
2015-11-05 13:42:18 +01:00
Ray
88e1fd9530 Added texture retrieval support on OpenGL ES 2.0
Updated functions:
Image GetTextureData(Texture2D texture);
void *rlglReadTexturePixels(Texture2D texture);
2015-11-05 12:32:47 +01:00
Ray
2fa7e00f16 Variables initialization 2015-11-05 12:28:45 +01:00
Ray
5208d57f1e Corrected alpha issue on screenshots taken 2015-11-05 09:46:18 +01:00
Ray
76024b5036 Added some texture functionality (view details)
LoadTextureEx() - Simplified parameters
UpdateTexture() - Added, allows updating GPU texture data
2015-11-04 18:33:46 +01:00
Ray
002dacef40 Merge pull request #62 from kd7tck/develop
Added Alpha Numeric Mapping For Develop Branch
2015-11-03 16:44:21 +01:00
Ray
580c0a7296 Moved gestures touch functionality back to core
Required gestures module when compiling for Android and Web
2015-10-30 11:30:32 +01:00
Ray
67423ff64b Removed unneeded comment 2015-10-27 19:24:14 +01:00
raysan5
b135bcd422 Corrected minor bugs 2015-10-26 12:14:26 +01:00
Ray San
fb4105cf8a Corrected bug on web 2015-10-26 11:50:28 +01:00
Ray San
d1f099374c Added support for s3tc compression on web 2015-10-26 11:50:13 +01:00
Joshua Reisenauer
932396922d Added Alpha Numeric Mapping For Develop Branch
GLFW mappings.
2015-10-26 00:21:52 -07:00
Ray
afdf357fbe Added some image manipulation functions
Added (or completed functions):

Image ImageText(const char *text, int fontSize, Color color);
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int
spacing, Color tint);
void ImageFlipVertical(Image *image);
void ImageFlipHorizontal(Image *image);
void ImageColorTint(Image *image, Color color);
void ImageColorInvert(Image *image);
void ImageColorGrayscale(Image *image);
void ImageColorContrast(Image *image, float contrast);
void ImageColorBrightness(Image *image, int brightness);
2015-10-25 01:50:15 +02:00
Ray
8c117cfb57 Reviewed NPOT messages and usage 2015-10-24 11:19:04 +02:00
Ray San
f13b30d606 Feature: Line-break support for text 2015-10-21 18:24:44 +02:00
Ray San
165b3dd215 Add file required for image scaling 2015-10-21 18:24:12 +02:00
Ray San
d218534fff Feature: On desktop, center window on screen 2015-10-21 18:23:49 +02:00
Ray San
333fdf6b90 Corrected bugs and reviewed some functions 2015-10-20 19:59:08 +02:00
Ray San
625e4e2fb3 Revert "Corrected bugs and reviewed some functions"
This reverts commit 949e93f9fe.
2015-10-20 19:56:31 +02:00
Marc Palau
949e93f9fe Corrected bugs and reviewed some functions 2015-10-20 19:53:50 +02:00
raysan5
e9792ef771 Convert to UTF-8 2015-10-06 17:32:00 +02:00
raysan5
9bf411f580 Added a bunch of image manipulation functions:
Renamed functions (for coherence with new ones):
- ImageConvertToPOT() -> ImageToPOT()
- ImageConvertFormat() -> ImageFormat()

New functions added (IN PROGRESS):
- ImageCopy()
- ImageCrop()
- ImageResize() (Uses stb_image_resize.h)
- ImageDraw()
- ImageDrawText()
- ImageDrawTextEx()
- ImageFlipVertical()
- ImageFlipHorizontal()
- ImageColorInvert()
- ImageColorGrayscale()
- ImageColorContrast()
- ImageColorBrightness()
2015-10-06 17:30:03 +02:00
raysan5
11a8dacb0f Multiple code changes:
- Renamed function rlEnableFBO() -> rlEnablePostproFBO()
- Defined struct FBO
- Moved FBO creation to function: rlglLoadFBO()
- Reviewed rlglReadTexturePixels(), trying to support OpenGL ES -IN
PROGRESS-
2015-10-06 17:25:27 +02:00
raysan5
3bd7109d8b Reviewed GetCurrentTime() -IN PROGRESS-
Time measure on Windows platform done with:
QueryPerformanceCounter()
Testing required!
2015-10-06 17:21:04 +02:00
raysan5
9af10686b2 Added comments and more...
Corrected bug on defaultFont.size
Renamed funcs:
ImageConvertFormat() -> ImageFormat()
ImageConvertToPOT() -> ImageToPOT()
2015-10-06 17:17:53 +02:00
raysan5
c5377f4e05 Review CFLAGS for multiple platforms 2015-10-06 17:15:50 +02:00
raysan5
34db515acb Reviewed some comments and WritePNG() 2015-10-06 17:13:40 +02:00
Ray
6ffb3c72fb Solved bug with depth when drawing...
...shapes based on LINES, TRIANGLES and QUADS. Now the calling order of
the drawing functions is respected!
2015-09-21 12:48:43 +02:00
Ray
f582ab06ad Merge pull request #29 from procedural/linux-fixes
Fix compiling on Linux
2015-09-04 17:50:16 +02:00
Constantine Tarasenkov
7c36289768 Fix compiling on Linux 2015-09-04 15:38:14 +03:00
Ray
544df87a8e Corrected typo 2015-09-03 14:10:23 +02:00
276 changed files with 53260 additions and 4722 deletions

4
.gitignore vendored
View File

@@ -59,4 +59,6 @@ xcschememanagement.plist
.DS_Store
._.*
xcuserdata/
DerivedData/
DerivedData/
*.dll
src/libraylib.a

View File

@@ -1,11 +1,48 @@
changelog
---------
Current Release: raylib 1.3.0 (03 September 2015)
Current Release: raylib 1.4.0 (22 February 2016)
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
NOTE: Current Release includes all previous updates.
-----------------------------------------------
Release: raylib 1.4.0 (22 February 2016)
-----------------------------------------------
NOTE:
This version supposed another big improvement for raylib, inlcuding new modules and new features.
More than 30 new functions have been added to previous raylib version.
Around 8 new examples and +10 new game samples have been added.
BIG changes:
[textures] IMAGE MANIPULATION: Functions to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
[text] SPRITEFONT SUPPORT: Added support for AngelCode fonts (.fnt) and TrueType fonts (.ttf).
[gestures] REDESIGN: Gestures system simplified and prepared to process generic touch events, including mouse events (multiplatform).
[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects.
other changes:
[rlgl] Removed GLEW library dependency, now using GLAD
[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES
[rlgl] Using depth data on batch drawing
[rlgl] Reviewed glReadPixels() function
[core][rlgl] Reviewed raycast system, now 3D picking works
[core] Android: Reviewed Android App cycle, paused if inactive
[shaders] Implemented Blinn-Phong lighting shading model
[textures] Implemented Floyd-Steinberg dithering - ImageDither()
[text] Added line-break support to DrawText()
[text] Added TrueType Fonts support (using stb_truetype)
[models] Implement function: CalculateBoundingBox(Mesh mesh)
[models] Added functions to check Ray collisions
[models] Improve map resolution control on LoadHeightmap()
[camera] Corrected small-glitch on zoom-in with mouse-wheel
[gestures] Implemented SetGesturesEnabled() to enable only some gestures
[gestures] Implemented GetElapsedTime() on Windows system
[gestures] Support mouse gestures for desktop platforms
[raymath] Complete review of the module and converted to header-only
[easings] Added new module for easing animations
[stb] Updated to latest headers versions
[*] Lots of tweaks around
-----------------------------------------------
Release: raylib 1.3.0 (01 September 2015)
-----------------------------------------------

View File

@@ -32,6 +32,8 @@ contact
* Webpage: [http://www.raylib.com](http://www.raylib.com)
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
* Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raysan5](https://www.patreon.com/raysan5)
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"

View File

@@ -41,7 +41,7 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
3d models
---------
dwarf 3d model used in examples is created by Daniel Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
dwarf 3d model used in examples is created by David Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
Full license provided below:
@@ -378,4 +378,4 @@ Creative Commons Notice
available upon request from time to time. For the avoidance of doubt,
this trademark restriction does not form part of the License.
Creative Commons may be contacted at https://creativecommons.org/.
Creative Commons may be contacted at https://creativecommons.org/.

160
README.md
View File

@@ -6,7 +6,6 @@ about
raylib is a simple and easy-to-use library to learn videogames programming.
raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
Allegro and SDL have also been analyzed for reference.
NOTE for ADVENTURERS: raylib is a programming library to learn videogames programming;
no fancy interface, no visual helpers, no auto-debugging... just coding in the most
@@ -15,7 +14,7 @@ pure spartan-programmers way. Are you ready to learn? Jump to [code examples!](h
history
-------
I've developed videogames for some years and last year I had to taught videogames development
I've developed videogames for some years and 4 years ago I started teaching videogames development
to young people with artistic profile, most of them had never written a single line of code.
I started with C language basis and, after searching for the most simple and easy-to-use library to teach
@@ -34,7 +33,7 @@ I've coded quite a lot in C# and XNA and I really love it (in fact, my students
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, first version was published.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
Enjoy it.
@@ -99,15 +98,38 @@ Most of the examples have been completely rewritten and +10 new examples have be
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/develop/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module for basic 2D physics support. Still in development but already functional. Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
[raymath](https://github.com/raysan5/raylib/blob/develop/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
[gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions, and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/develop/src/easings.h) module has also been added for values animation.
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
features
--------
* Written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer: [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with SpriteFonts support
* Outstanding texture formats support, including compressed formats
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
* Audio loading and playing with streaming support (WAV and OGG)
@@ -145,126 +167,12 @@ Since raylib v1.1, you can download a Windows Installer package for easy install
building source (generate libraylib.a)
--------------------------------------
**Building raylib sources on desktop platforms:**
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/src/` folder and type:
mingw32-make PLATFORM=PLATFORM_DESKTOP
NOTE: By default raylib compiles using OpenGL 1.1 to maximize compatibility; to use OpenGL 3.3 just type:
mingw32-make PLATFORM=PLATFORM_DESKTOP GRAPHICS=GRAPHICS_API_OPENGL_33
**Building raylib sources on Raspberry Pi:**
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
sudo apt-get install openal1
_Step 2._ Navigate from command line to `raylib/src/` folder and type:
make
**Building raylib sources for Android:**
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
> Download and decompress on C: [Android SDK r23](http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
> Download and decompress on C: [Android NDK r10b](http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
> Download and decompress on C: [Apache Ant 1.9.4](http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
_Step 2._ Create the following environment variables with the correct paths:
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
ANDROID_NDK_ROOT = C:\android-ndk-r10b
ANT_HOME = C:\apache-ant-1.9.4
_Step 3._ Navigate from command line to folder `raylib/template_android/` and type:
%ANDROID_NDK_ROOT%\ndk-build
NOTE: libraylib.a will be generated in folder `raylib/src_android/obj/local/armeabi/`, it must be copied
to Android project; if using `raylib/template_android` project, copy it to `raylib/template_android/jni/libs/`.
**Building raylib sources for Web (HTML5)**
_Step 1._ Make sure you have installed emscripten SDK:
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
_Step 2._ Open `raylib/src/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
building examples
-----------------
**Building raylib examples on desktop platforms:**
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/examples/` folder and type:
mingw32-make PLATFORM=PLATFORM_DESKTOP
NOTE: Make sure the following libs (and their headers) are placed on their respectibe MinGW folders:
libglfw3.a - GLFW3 (static version)
libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2
libopenal32.a - OpenAL Soft, audio device management
**Building raylib examples on Raspberry Pi:**
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
sudo apt-get install openal1
_Step 2._ Navigate from command line to `raylib/examples/` folder and type:
make
**Building raylib examples for HTML5 (emscripten):**
_Step 1._ Make sure you have installed emscripten SDK:
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
_Step 2._ Open `raylib/examples/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
NOTE: At this moment, raylib examples are not ready to directly compile for HTML5, code needs to be reorganized due to the way web browsers work. To see how code should be refactored to fit compilation for web, check [core_basic_window_web.c](https://github.com/raysan5/raylib/blob/master/examples/core_basic_window_web.c) example.
**Building raylib project for Android (using template):**
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
> Download and decompress on C: [Android SDK r23] (http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
> Download and decompress on C: [Android NDK r10b] (http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
> Download and decompress on C: [Apache Ant 1.9.4] (http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
_Step 2._ Create the following environment variables with the correct paths:
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
ANDROID_NDK_ROOT = C:\android-ndk-r10b
ANT_HOME = C:\apache-ant-1.9.4
_Step 3._ To compile project, navigate from command line to folder `raylib/template_android/` and type:
%ANDROID_NDK_ROOT%\ndk-build
_Step 4._ To generate APK, navigate to folder `raylib/template_android/` and type:
%ANT_HOME%\bin\ant debug
_Step 5:_ To install APK into connected device (previously intalled drivers and activated USB debug mode on device):
%ANT_HOME%\bin\ant installd
_Step 6:_ To view log output from device:
%ANDROID_SDK_TOOLS%\adb logcat -c
%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
**If you have any doubt, [just let me know][raysan5].**
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
contact
-------
@@ -272,6 +180,9 @@ contact
* Webpage: [http://www.raylib.com](http://www.raylib.com)
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
* Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames)
* Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raysan5](https://www.patreon.com/raysan5)
If you are using raylib and you enjoy it, please, [let me know][raysan5].
@@ -292,6 +203,9 @@ The following people have contributed in some way to make raylib project a reali
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Sergio Martinez for helping on raygui development and tools development.
- Victor Fisac for developing physics raylib module (physac) and implementing light shaders and raycast system... and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"

View File

@@ -1,25 +1,37 @@
roadmap
-------
Current version of raylib is quite complete and functional but there is still a lot of things I would like to improve.
Here it is a list of features I would like to add and functions to improve.
Current version of raylib is quite complete and functional but there is still a lot of things to add and improve.
Here it is a wish list of features I would like to add and functions to improve.
Around the source code there are multiple TODO points with pending revisions/bugs and here it is a list of desired features.
Note that around the raylib source code there are multiple TODO points with pending revisions/bugs. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
raylib v1.4
raylib 1.5
- TTF fonts support (using stb_truetype)
- Raycast system for 3D picking (including collisions detection)
- Remove GLEW dependency (use another solution... glad?)
- Floyd-Steinberg dithering on 16bit image format conversion
- Basic image manipulation functions (crop, resize, draw...)
- Basic image procedural generation (spot, gradient, noise...)
- Basic GPU stats sytem (memory, draws, time...)
- LUA scripting support (wrapper to lua lib)
Check [GITHUB ISSUES][issues] for further details on implementation status for this features!
Redesign Shaders/Textures system, use Materials
Redesign physics module (physac)
Basic GPU stats sytem (memory, draws, time...)
Procedural image generation functions (spot, gradient, noise...)
Procedural mesh generation functions (cube, cone, sphere...)
Touch-based camera controls for Android
Skybox and Fog support
[IN PROGRESS] LUA scripting support (wrapper to lua lib)
raylib 1.4
[DONE] TTF fonts support (using stb_truetype)
[DONE] Raycast system for 3D picking (including collisions detection)
[DONE] Floyd-Steinberg dithering on 16bit image format conversion
[DONE] Basic image manipulation functions (crop, resize, draw...)
[DONE] Storage load/save data functionality
[DONE] Add Physics module (physac)
[DONE] Remove GLEW dependency -> Replaced by GLAD
[DONE] Redesign Raspberry PI inputs system
[DONE] Redesign gestures module to be multiplatform
[DONE] Module raymath as header-only and functions inline
[DONE] Add Easings module (easings.h)
Any feature missing? Do you have a request? [Let me know!][raysan5]
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
[isssues]: https://github.com/raysan5/raylib/issues

View File

@@ -27,7 +27,7 @@ int main()
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
int framesCounter = 0;
float timePlayed = 0;
float timePlayed = 0.0f;
//float volume = 1.0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second

View File

@@ -26,6 +26,8 @@ int main()
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@@ -22,8 +22,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
// Generates some random columns
float heights[MAX_COLUMNS];
@@ -37,7 +37,7 @@ int main()
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
Vector3 playerPosition = { 4, 2, 4 }; // Define player position
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
@@ -60,16 +60,16 @@ int main()
Begin3dMode(camera);
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2, heights[i], 2, colors[i]);
DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
End3dMode();

View File

@@ -21,9 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@@ -44,14 +47,14 @@ int main()
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(WHITE);
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10.0, 1.0);
DrawGrid(10, 1.0f);
End3dMode();

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

After

Width:  |  Height:  |  Size: 25 KiB

View File

@@ -21,11 +21,14 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -40,14 +43,14 @@ int main()
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(WHITE);
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10.0, 1.0);
DrawGrid(10, 1.0f);
End3dMode();

View File

@@ -21,12 +21,18 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
Vector3 cubePosition = { 0.0, 1.0, 0.0 };
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray; // Picking line ray
bool collision = false;
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@@ -45,7 +51,10 @@ int main()
// NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera);
// TODO: Check collision between ray and box
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
}
//----------------------------------------------------------------------------------
@@ -57,16 +66,18 @@ int main()
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, GRAY);
DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY);
DrawGrid(10.0, 1.0);
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
DrawFPS(10, 10);

Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

After

Width:  |  Height:  |  Size: 24 KiB

View File

@@ -29,6 +29,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@@ -0,0 +1,115 @@
/*******************************************************************************************
*
* raylib [core] example - Gestures Detection
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <string.h>
#define MAX_GESTURE_STRINGS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
int currentGesture = GESTURE_NONE;
int lastGesture = GESTURE_NONE;
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(30);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
lastGesture = currentGesture;
touchPosition = GetTouchPosition(0);
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
{
currentGesture = GetGestureType();
if (currentGesture != lastGesture)
{
// Store gesture string
switch (currentGesture)
{
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
default: break;
}
gesturesCount++;
// Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS)
{
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
gesturesCount = 0;
}
}
}
else currentGesture = GESTURE_NONE;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++)
{
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
}
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

View File

@@ -23,8 +23,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
Vector2 gamepadMovement = { 0, 0 };
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
Vector2 gamepadMovement = { 0.0f, 0.0f };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
@@ -43,8 +43,8 @@ int main()
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
{
ballPosition.x = screenWidth/2;
ballPosition.y = screenHeight/2;
ballPosition.x = (float)screenWidth/2;
ballPosition.y = (float)screenHeight/2;
}
}
//----------------------------------------------------------------------------------

View File

@@ -20,7 +20,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
@@ -30,10 +30,10 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
//----------------------------------------------------------------------------------
// Draw

View File

@@ -20,8 +20,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
int mouseX, mouseY;
Vector2 ballPosition = { -100.0, -100.0 };
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
@@ -29,14 +31,11 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
mouseX = GetMouseX();
mouseY = GetMouseY();
ballPosition.x = (float)mouseX;
ballPosition.y = (float)mouseY;
}
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
//----------------------------------------------------------------------------------
// Draw
@@ -45,9 +44,9 @@ int main()
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, 40, GOLD);
DrawCircleV(ballPosition, 40, ballColor);
DrawText("mouse click to draw the ball", 10, 10, 20, DARKGRAY);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

View File

@@ -22,7 +22,7 @@ int main()
int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -37,7 +37,7 @@ int main()
// Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{
randValue = GetRandomValue(-8,5);
randValue = GetRandomValue(-8, 5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------

View File

@@ -0,0 +1,85 @@
/*******************************************************************************************
*
* raylib [core] example - Storage save/load values
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
int score = 0;
int hiscore = 0;
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_R))
{
score = GetRandomValue(1000, 2000);
hiscore = GetRandomValue(2000, 4000);
}
if (IsKeyPressed(KEY_ENTER))
{
StorageSaveValue(STORAGE_SCORE, score);
StorageSaveValue(STORAGE_HISCORE, hiscore);
}
else if (IsKeyPressed(KEY_SPACE))
{
// NOTE: If requested position could not be found, value 0 is returned
score = StorageLoadValue(STORAGE_SCORE);
hiscore = StorageLoadValue(STORAGE_HISCORE);
}
framesCounter++;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

View File

@@ -0,0 +1,77 @@
/*******************************************************************************************
*
* raylib [core] example - World to screen
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition;
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 49 KiB

View File

@@ -85,8 +85,8 @@ else
# external libraries headers
# GLFW3
INCLUDES += -I../external/glfw3/include
# GLEW
INCLUDES += -I../external/glew/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../external/openal_soft/include
endif
@@ -102,8 +102,8 @@ else
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../external/glew/lib/$(LIBPATH)
# GLEW - Not required any more, replaced by GLAD
#LFLAGS += -L../external/glew/lib/$(LIBPATH)
endif
endif
@@ -113,8 +113,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@@ -124,7 +126,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
endif
endif
endif
@@ -134,6 +136,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# just adjust the correct path to libraylib.bc
LIBS = ../src/libraylib.bc
endif
@@ -158,6 +161,8 @@ EXAMPLES = \
core_random_values \
core_color_select \
core_drop_files \
core_storage_values \
core_gestures_detection \
core_3d_mode \
core_3d_picking \
core_3d_camera_free \
@@ -174,10 +179,14 @@ EXAMPLES = \
textures_raw_data \
textures_formats_loading \
textures_particles_trail_blending \
textures_image_processing \
textures_image_drawing \
text_sprite_fonts \
text_bmfont_ttf \
text_rbmf_fonts \
text_format_text \
text_font_select \
text_writing_anim \
models_geometric_shapes \
models_box_collisions \
models_billboard \
@@ -192,8 +201,6 @@ EXAMPLES = \
audio_music_stream \
fix_dylib \
#core_input_gamepad \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is raylib
@@ -214,32 +221,44 @@ core_input_keys: core_input_keys.c
core_input_mouse: core_input_mouse.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - gamepad input
core_input_gamepad: core_input_gamepad.c
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_input_gamepad: Only supported on desktop platform
endif
# compile [core] example - mouse wheel
core_mouse_wheel: core_mouse_wheel.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - gamepad input
core_input_gamepad: core_input_gamepad.c
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
endif
# compile [core] example - generate random values
core_random_values: core_random_values.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - color selection (collision detection)
core_color_select: core_color_select.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - drop files
core_drop_files: core_drop_files.c
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_drop_files: Only supported on desktop platform
@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
endif
# compile [core] example - generate random values
core_random_values: core_random_values.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - color selection (collision detection)
core_color_select: core_color_select.c
# compile [core] example - storage values
core_storage_values: core_storage_values.c
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
endif
# compile [core] example - gestures detection
core_gestures_detection: core_gestures_detection.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d mode
@@ -306,9 +325,21 @@ textures_formats_loading: textures_formats_loading.c
textures_particles_trail_blending: textures_particles_trail_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image processing
textures_image_processing: textures_image_processing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image drawing
textures_image_drawing: textures_image_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - sprite fonts loading
text_sprite_fonts: text_sprite_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - bmfonts and ttf loading
text_bmfont_ttf: text_bmfont_ttf.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - raylib bitmap fonts (rBMF)
text_rbmf_fonts: text_rbmf_fonts.c
@@ -322,6 +353,10 @@ text_format_text: text_format_text.c
text_font_select: text_font_select.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - text writing animation
text_writing_anim: text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - basic geometric 3d shapes
models_geometric_shapes: models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)

View File

@@ -21,10 +21,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@@ -48,10 +48,10 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

Binary file not shown.

Before

Width:  |  Height:  |  Size: 53 KiB

After

Width:  |  Height:  |  Size: 54 KiB

View File

@@ -21,16 +21,16 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Vector3 playerPosition = { 0, 1, 2 };
Vector3 playerSize = { 1, 2, 1 };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
Color playerColor = GREEN;
Vector3 enemyBoxPos = { -4, 1, 0 };
Vector3 enemyBoxSize = { 2, 2, 2 };
Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
Vector3 enemySpherePos = { 4, 0, 0 };
Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
float enemySphereSize = 1.5f;
bool collision = false;
@@ -98,7 +98,7 @@ int main()
// Draw player
DrawCubeV(playerPosition, playerSize, playerColor);
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@@ -31,7 +31,7 @@ int main()
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
SetModelTexture(&map, texture); // Bind texture to map model
Vector3 mapPosition = { -16, 0.0, -8 }; // Set model position
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM

View File

@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -42,21 +42,21 @@ int main()
Begin3dMode(camera);
DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@@ -21,13 +21,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = {{ 24.0, 18.0, 24.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, 32); // Load heightmap model
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -16, 0.0, -16 }; // Set model position (depends on model scaling!)
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
@@ -54,7 +54,9 @@ int main()
Begin3dMode(camera);
// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
DrawModel(map, mapPosition, 1/4.0f, RED);
DrawModel(map, mapPosition, 1.0f, RED);
DrawGrid(20, 1.0f);
End3dMode();

Binary file not shown.

Before

Width:  |  Height:  |  Size: 121 KiB

After

Width:  |  Height:  |  Size: 95 KiB

View File

@@ -21,12 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -49,7 +49,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo

View File

@@ -0,0 +1,124 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Basic rigidbody
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define OBJECT_SIZE 50
#define PLAYER_INDEX 0
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
InitPhysics(3); // Initialize physics system with maximum physic objects
// Object initialization
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
// Object properties initialization
float moveSpeed = 6.0f;
float jumpForce = 5.0f;
bool physicsDebug = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
ApplyPhysics(PLAYER_INDEX, &player.position);
// Check jump button input
if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
{
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
// Add jumping force in Y axis
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
}
// Check movement buttons input
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
{
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
{
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
// Check debug mode toggle button input
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw information
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
// Check if debug mode is enabled
if (physicsDebug)
{
// Draw every internal physics stored collider if it is active
for (int i = 0; i < 2; i++)
{
if (GetCollider(i).enabled)
{
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
}
}
}
else
{
// Draw player and floor
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadPhysics(); // Unload physic objects
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

View File

@@ -0,0 +1,135 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Rigidbody forces
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_OBJECTS 5
#define OBJECTS_OFFSET 150
#define FORCE_INTENSITY 250.0f // Customize by user
#define FORCE_RADIUS 100 // Customize by user
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects
// Physic Objects initialization
Transform objects[MAX_OBJECTS];
for (int i = 0; i < MAX_OBJECTS; i++)
{
objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
}
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
bool physicsDebug = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
for (int i = 0; i < MAX_OBJECTS; i++)
{
ApplyPhysics(i, &objects[i].position);
}
// Check foce button input
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
}
// Check debug mode toggle button input
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Check if debug mode is enabled
if (physicsDebug)
{
// Draw every internal physics stored collider if it is active (floor included)
for (int i = 0; i < MAX_OBJECTS; i++)
{
if (GetCollider(i).enabled)
{
// Draw collider bounds
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
// Check if current collider is not floor
if (i < MAX_OBJECTS)
{
// Draw lines between mouse position and objects if they are in force range
if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
{
DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
}
}
}
}
// Draw radius circle
DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
}
else
{
// Draw objects
for (int i = 0; i < MAX_OBJECTS; i++)
{
DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
}
// Draw floor
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
}
// Draw help messages
DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadPhysics(); // Unload physic objects
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

BIN
examples/resources/cat.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 379 KiB

View File

@@ -0,0 +1,99 @@
info face="Arial Black" size=-32 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=0
common lineHeight=45 base=35 scaleW=512 scaleH=256 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="bmfont.png"
chars count=95
char id=32 x=423 y=141 width=3 height=45 xoffset=-1 yoffset=0 xadvance=11 page=0 chnl=15
char id=33 x=323 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15
char id=34 x=123 y=141 width=16 height=45 xoffset=0 yoffset=0 xadvance=16 page=0 chnl=15
char id=35 x=221 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=36 x=244 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=37 x=70 y=0 width=30 height=45 xoffset=1 yoffset=0 xadvance=32 page=0 chnl=15
char id=38 x=390 y=0 width=25 height=45 xoffset=2 yoffset=0 xadvance=28 page=0 chnl=15
char id=39 x=378 y=141 width=8 height=45 xoffset=1 yoffset=0 xadvance=9 page=0 chnl=15
char id=40 x=222 y=141 width=11 height=45 xoffset=1 yoffset=0 xadvance=12 page=0 chnl=15
char id=41 x=499 y=94 width=11 height=45 xoffset=1 yoffset=0 xadvance=12 page=0 chnl=15
char id=42 x=497 y=47 width=13 height=45 xoffset=2 yoffset=0 xadvance=18 page=0 chnl=15
char id=43 x=394 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=44 x=367 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15
char id=45 x=261 y=141 width=11 height=45 xoffset=0 yoffset=0 xadvance=11 page=0 chnl=15
char id=46 x=356 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15
char id=47 x=248 y=141 width=11 height=45 xoffset=-1 yoffset=0 xadvance=9 page=0 chnl=15
char id=48 x=382 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=49 x=496 y=0 width=14 height=45 xoffset=2 yoffset=0 xadvance=21 page=0 chnl=15
char id=50 x=134 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=51 x=359 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=52 x=313 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=53 x=336 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=54 x=178 y=94 width=20 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=55 x=478 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=56 x=290 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=57 x=90 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=58 x=345 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15
char id=59 x=334 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15
char id=60 x=0 y=141 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=61 x=21 y=141 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=62 x=310 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=63 x=352 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=20 page=0 chnl=15
char id=64 x=279 y=0 width=26 height=45 xoffset=-1 yoffset=0 xadvance=24 page=0 chnl=15
char id=65 x=193 y=0 width=27 height=45 xoffset=-1 yoffset=0 xadvance=25 page=0 chnl=15
char id=66 x=150 y=47 width=22 height=45 xoffset=2 yoffset=0 xadvance=25 page=0 chnl=15
char id=67 x=444 y=0 width=24 height=45 xoffset=1 yoffset=0 xadvance=25 page=0 chnl=15
char id=68 x=174 y=47 width=22 height=45 xoffset=2 yoffset=0 xadvance=25 page=0 chnl=15
char id=69 x=156 y=94 width=20 height=45 xoffset=2 yoffset=0 xadvance=23 page=0 chnl=15
char id=70 x=63 y=141 width=18 height=45 xoffset=2 yoffset=0 xadvance=21 page=0 chnl=15
char id=71 x=417 y=0 width=25 height=45 xoffset=1 yoffset=0 xadvance=27 page=0 chnl=15
char id=72 x=125 y=47 width=23 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
char id=73 x=388 y=141 width=8 height=45 xoffset=2 yoffset=0 xadvance=12 page=0 chnl=15
char id=74 x=200 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=75 x=251 y=0 width=26 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
char id=76 x=373 y=94 width=19 height=45 xoffset=2 yoffset=0 xadvance=21 page=0 chnl=15
char id=77 x=134 y=0 width=28 height=45 xoffset=1 yoffset=0 xadvance=30 page=0 chnl=15
char id=78 x=100 y=47 width=23 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
char id=79 x=363 y=0 width=25 height=45 xoffset=1 yoffset=0 xadvance=27 page=0 chnl=15
char id=80 x=112 y=94 width=20 height=45 xoffset=2 yoffset=0 xadvance=23 page=0 chnl=15
char id=81 x=335 y=0 width=26 height=45 xoffset=1 yoffset=0 xadvance=27 page=0 chnl=15
char id=82 x=470 y=0 width=24 height=45 xoffset=2 yoffset=0 xadvance=25 page=0 chnl=15
char id=83 x=75 y=47 width=23 height=45 xoffset=0 yoffset=0 xadvance=23 page=0 chnl=15
char id=84 x=50 y=47 width=23 height=45 xoffset=0 yoffset=0 xadvance=23 page=0 chnl=15
char id=85 x=25 y=47 width=23 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
char id=86 x=307 y=0 width=26 height=45 xoffset=0 yoffset=0 xadvance=25 page=0 chnl=15
char id=87 x=0 y=0 width=34 height=45 xoffset=-1 yoffset=0 xadvance=32 page=0 chnl=15
char id=88 x=222 y=0 width=27 height=45 xoffset=-1 yoffset=0 xadvance=25 page=0 chnl=15
char id=89 x=164 y=0 width=27 height=45 xoffset=-1 yoffset=0 xadvance=25 page=0 chnl=15
char id=90 x=0 y=47 width=23 height=45 xoffset=0 yoffset=0 xadvance=23 page=0 chnl=15
char id=91 x=274 y=141 width=11 height=45 xoffset=1 yoffset=0 xadvance=12 page=0 chnl=15
char id=92 x=300 y=141 width=10 height=45 xoffset=-1 yoffset=0 xadvance=9 page=0 chnl=15
char id=93 x=287 y=141 width=11 height=45 xoffset=0 yoffset=0 xadvance=12 page=0 chnl=15
char id=94 x=457 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=95 x=103 y=141 width=18 height=45 xoffset=-1 yoffset=0 xadvance=16 page=0 chnl=15
char id=96 x=312 y=141 width=9 height=45 xoffset=0 yoffset=0 xadvance=11 page=0 chnl=15
char id=97 x=474 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=98 x=68 y=94 width=20 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=99 x=267 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=100 x=46 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=101 x=198 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=102 x=141 y=141 width=15 height=45 xoffset=-1 yoffset=0 xadvance=12 page=0 chnl=15
char id=103 x=222 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=104 x=415 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=105 x=398 y=141 width=7 height=45 xoffset=2 yoffset=0 xadvance=11 page=0 chnl=15
char id=106 x=235 y=141 width=11 height=45 xoffset=-2 yoffset=0 xadvance=11 page=0 chnl=15
char id=107 x=405 y=47 width=21 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=108 x=407 y=141 width=7 height=45 xoffset=2 yoffset=0 xadvance=11 page=0 chnl=15
char id=109 x=102 y=0 width=30 height=45 xoffset=1 yoffset=0 xadvance=32 page=0 chnl=15
char id=110 x=331 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=111 x=428 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=112 x=266 y=94 width=20 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=113 x=288 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=114 x=158 y=141 width=15 height=45 xoffset=1 yoffset=0 xadvance=14 page=0 chnl=15
char id=115 x=244 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=20 page=0 chnl=15
char id=116 x=175 y=141 width=14 height=45 xoffset=0 yoffset=0 xadvance=14 page=0 chnl=15
char id=117 x=436 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
char id=118 x=451 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=20 page=0 chnl=15
char id=119 x=36 y=0 width=32 height=45 xoffset=-1 yoffset=0 xadvance=30 page=0 chnl=15
char id=120 x=0 y=94 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
char id=121 x=23 y=94 width=21 height=45 xoffset=0 yoffset=0 xadvance=20 page=0 chnl=15
char id=122 x=83 y=141 width=18 height=45 xoffset=0 yoffset=0 xadvance=18 page=0 chnl=15
char id=123 x=191 y=141 width=14 height=45 xoffset=-1 yoffset=0 xadvance=12 page=0 chnl=15
char id=124 x=416 y=141 width=5 height=45 xoffset=2 yoffset=0 xadvance=9 page=0 chnl=15
char id=125 x=207 y=141 width=13 height=45 xoffset=0 yoffset=0 xadvance=12 page=0 chnl=15
char id=126 x=42 y=141 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 288 KiB

View File

@@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, tintColor.a);
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

View File

@@ -0,0 +1,76 @@
#version 330
// Vertex shader input data
in vec2 fragTexCoord;
in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
uniform float light_intensity = 1.0;
uniform float light_specIntensity = 1.0;
// Material attributes
uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
uniform float mat_glossiness = 50.0;
// World attributes
uniform vec3 lightPos;
uniform vec3 cameraPos;
// Fragment shader output data
out vec4 fragColor;
vec3 AmbientLighting()
{
return (mat_ambientColor*light_ambientColor);
}
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
}
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0.0;
// Calculate specular reflection only if the surface is oriented to the light source
if (dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness);
}
return (mat_specularColor*light_specularColor*light_specIntensity*specular);
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPos);
vec3 V = normalize(cameraPos);
vec3 N = normalize(fragNormal);
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Get base color from texture
vec4 textureColor = texture(texture0, fragTexCoord);
vec3 finalColor = textureColor.rgb;
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
}

View File

@@ -0,0 +1,29 @@
#version 330
// Vertex input data
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
//uniform mat4 viewMatrix; // Not used
// Attributes to fragment shader
out vec2 fragTexCoord;
out vec3 fragNormal;
void main()
{
// Send texture coord to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@@ -1,19 +1,18 @@
#version 110
#version 330
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragTintColor = vertexColor;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@@ -1,12 +1,12 @@
#version 110
#version 330
uniform sampler2D texture0;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));

View File

@@ -5,17 +5,17 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 800; // HARDCODED for example!
const float renderHeight = 480; // Use uniforms instead...
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200, 200);
uniform vec2 center = vec2(200.0, 200.0);
void main (void)
{

View File

@@ -0,0 +1,171 @@
/*******************************************************************************************
*
* raylib [shaders] example - Basic lighting: Blinn-Phong
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define SHININESS_SPEED 1.0f
#define LIGHT_SPEED 0.25f
// Light type
typedef struct Light {
Vector3 position;
Vector3 direction;
float intensity;
float specIntensity;
Color diffuse;
Color ambient;
Color specular;
} Light;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
// Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f };
Model model = LoadModel("resources/model/dwarf.obj");
Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
// Camera and light vectors shader locations
int cameraLoc = GetShaderLocation(shader, "cameraPos");
int lightLoc = GetShaderLocation(shader, "lightPos");
// Model and View matrix locations (required for lighting)
int modelLoc = GetShaderLocation(shader, "modelMatrix");
//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
// Light and material definitions
Light light;
Material matBlinn;
// Light initialization
light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
light.intensity = 1.0f;
light.diffuse = WHITE;
light.ambient = (Color){ 150, 75, 0, 255 };
light.specular = WHITE;
light.specIntensity = 1.0f;
// Material initialization
matBlinn.colDiffuse = WHITE;
matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
matBlinn.colSpecular = WHITE;
matBlinn.glossiness = 50.0f;
// Setup camera
SetCameraMode(CAMERA_FREE); // Set camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera position
// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
// Glossiness input control
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
else if(IsKeyDown(KEY_DOWN))
{
matBlinn.glossiness -= SHININESS_SPEED;
if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
}
// Light X movement
if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
// Light Y movement
if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
// Light Z movement
if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
// Send light values to shader
SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
// Send material values to shader
SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
// Send camera and light transform values to shader
SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
DrawSphere(light.position, 0.5f, GOLD);
DrawGrid(20, 1.0f);
End3dMode();
DrawFPS(10, 10); // Draw FPS
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(model);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -30,13 +30,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/swirl.fs"); // Load postpro shader
@@ -45,7 +45,7 @@ int main()
// NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { screenWidth/2, screenHeight/2 };
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
SetPostproShader(shader); // Set fullscreen postprocessing shader
@@ -83,7 +83,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
@@ -40,7 +40,7 @@ int main()
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
@@ -68,7 +68,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@@ -30,13 +30,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/bloom.fs"); // Load postpro shader
@@ -69,7 +69,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@@ -2,7 +2,7 @@
*
* raylib [shapes] example - raylib logo animation
*
* This example has been created using raylib 1.1 (www.raylib.com)
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
@@ -32,12 +32,8 @@ int main()
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
char raylib[8] = " \0"; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0; // Useful for fading
float alpha = 1.0f; // Useful for fading
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@@ -81,24 +77,13 @@ int main()
framesCounter = 0;
}
switch (lettersCount)
{
case 1: raylib[0] = 'r'; break;
case 2: raylib[1] = 'a'; break;
case 3: raylib[2] = 'y'; break;
case 4: raylib[3] = 'l'; break;
case 5: raylib[4] = 'i'; break;
case 6: raylib[5] = 'b'; break;
default: break;
}
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02;
alpha -= 0.02f;
if (alpha <= 0)
if (alpha <= 0.0f)
{
alpha = 0;
alpha = 0.0f;
state = 4;
}
}
@@ -116,12 +101,7 @@ int main()
bottomSideRecWidth = 16;
rightSideRecHeight = 16;
for (int i = 0; i < 7; i++) raylib[i] = ' ';
raylib[7] = '\0'; // Last character is end-of-line
alpha = 1.0;
alpha = 1.0f;
state = 0; // Return to State 0
}
}
@@ -160,7 +140,7 @@ int main()
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(raylib, screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
}
else if (state == 4)
{

View File

@@ -0,0 +1,68 @@
/*******************************************************************************************
*
* raylib [text] example - BMFont and TTF SpriteFonts loading
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
const char msgBm[64] = "THIS IS AN AngelCode SPRITE FONT";
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode)
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font
Vector2 fontPosition;
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2;
fontPosition.y = screenHeight/2 - fontBm.size/2 - 80;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON);
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.size*0.8f, 2, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(fontBm); // AngelCode SpriteFont unloading
UnloadSpriteFont(fontTtf); // TTF SpriteFont unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

View File

@@ -0,0 +1,60 @@
/*******************************************************************************************
*
* raylib [text] example - Text Writing Animation
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim");
const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(SubText(message, 0, framesCounter/10), 210, 160, 20, MAROON);
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -76,7 +76,7 @@ int main()
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 480;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture formats loading");
@@ -128,8 +128,8 @@ int main()
for (int i = 0; i < NUM_TEXTURES; i++)
{
if (i < NUM_TEXTURES/2) selectRecs[i] = (Rectangle){ 40, 45 + 32*i, 150, 30 };
else selectRecs[i] = (Rectangle){ 40 + 152, 45 + 32*(i - NUM_TEXTURES/2), 150, 30 };
if (i < NUM_TEXTURES/2) selectRecs[i] = (Rectangle){ 40, 30 + 32*i, 150, 30 };
else selectRecs[i] = (Rectangle){ 40 + 152, 30 + 32*(i - NUM_TEXTURES/2), 150, 30 };
}
// Texture sizes in KB
@@ -215,7 +215,7 @@ int main()
// Draw selected texture
if (sonic[selectedFormat].id != 0)
{
DrawTexture(sonic[selectedFormat], 350, 0, WHITE);
DrawTexture(sonic[selectedFormat], 350, -10, WHITE);
}
else
{
@@ -225,9 +225,9 @@ int main()
DrawText("ON YOUR GPU", 520, 240, 20, MAROON);
}
DrawText("Select texture format (use cursor keys):", 40, 26, 10, DARKGRAY);
DrawText("Required GPU memory size (VRAM):", 40, 442, 10, DARKGRAY);
DrawText(FormatText("%4.0f KB", textureSizes[selectedFormat]), 240, 435, 20, DARKBLUE);
DrawText("Select texture format (use cursor keys):", 40, 10, 10, DARKGRAY);
DrawText("Required GPU memory size (VRAM):", 40, 427, 10, DARKGRAY);
DrawText(FormatText("%4.0f KB", textureSizes[selectedFormat]), 240, 420, 20, DARKBLUE);
EndDrawing();
//----------------------------------------------------------------------------------

Binary file not shown.

Before

Width:  |  Height:  |  Size: 77 KiB

After

Width:  |  Height:  |  Size: 123 KiB

View File

@@ -0,0 +1,78 @@
/*******************************************************************************************
*
* raylib [textures] example - Image loading and drawing on it
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
ImageFlipHorizontal(&cat); // Flip cropped image horizontally
ImageResize(&cat, 150, 200); // Resize flipped-cropped image
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f });
ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
UnloadImage(cat); // Unload image from RAM
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 410 KiB

View File

@@ -0,0 +1,154 @@
/*******************************************************************************************
*
* raylib [textures] example - Image processing
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: free()
#define NUM_PROCESSES 8
typedef enum {
NONE = 0,
COLOR_GRAYSCALE,
COLOR_TINT,
COLOR_INVERT,
COLOR_CONTRAST,
COLOR_BRIGHTNESS,
FLIP_VERTICAL,
FLIP_HORIZONTAL
} ImageProcess;
static const char *processText[] = {
"NO PROCESSING",
"COLOR GRAYSCALE",
"COLOR TINT",
"COLOR INVERT",
"COLOR CONTRAST",
"COLOR BRIGHTNESS",
"FLIP VERTICAL",
"FLIP HORIZONTAL"
};
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update)
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
int currentProcess = NONE;
bool textureReload = false;
Rectangle selectRecs[NUM_PROCESSES];
for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_DOWN))
{
currentProcess++;
if (currentProcess > 7) currentProcess = 0;
textureReload = true;
}
else if (IsKeyPressed(KEY_UP))
{
currentProcess--;
if (currentProcess < 0) currentProcess = 7;
textureReload = true;
}
if (textureReload)
{
UnloadImage(image); // Unload current image data
image = LoadImage("resources/parrots.png"); // Re-load image data
// NOTE: Image processing is a costly CPU process to be done every frame,
// If image processing is required in a frame-basis, it should be done
// with a texture and by shaders
switch (currentProcess)
{
case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
case COLOR_TINT: ImageColorTint(&image, GREEN); break;
case COLOR_INVERT: ImageColorInvert(&image); break;
case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
case FLIP_VERTICAL: ImageFlipVertical(&image); break;
case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
default: break;
}
Color *pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit)
UpdateTexture(texture, pixels); // Update texture with new image data
free(pixels); // Unload pixels data from RAM
textureReload = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
// Draw rectangles
for (int i = 0; i < NUM_PROCESSES; i++)
{
if (i == currentProcess)
{
DrawRectangleRec(selectRecs[i], SKYBLUE);
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE);
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE);
}
else
{
DrawRectangleRec(selectRecs[i], LIGHTGRAY);
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY);
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY);
}
}
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture from VRAM
UnloadImage(image); // Unload image from RAM
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 253 KiB

View File

@@ -38,8 +38,7 @@ int main()
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2,
screenHeight/2 - texture.height/2, WHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);

View File

@@ -41,12 +41,12 @@ int main()
mouseTail[i].position = (Vector2){ 0, 0 };
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
mouseTail[i].alpha = 1.0f;
mouseTail[i].size = (float)GetRandomValue(1, 30)/20;
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
mouseTail[i].rotation = GetRandomValue(0, 360);
mouseTail[i].active = false;
}
float gravity = 3;
float gravity = 3.0f;
Texture2D smoke = LoadTexture("resources/smoke.png");
@@ -85,7 +85,7 @@ int main()
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
mouseTail[i].rotation += 5;
mouseTail[i].rotation += 5.0f;
}
}

View File

@@ -23,7 +23,7 @@ int main()
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
Vector2 position = { 350, 240 };
Vector2 position = { 350.0f, 240.0f };
Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
int currentFrame = 0;
//--------------------------------------------------------------------------------------

View File

@@ -55,6 +55,10 @@ int main()
ClearBackground(RAYWHITE);
// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
// sourceRec defines the part of the texture we use for drawing
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
// origin defines the point of the texture used as reference for rotation and scaling
// rotation defines the texture rotation (using origin as rotation point)
DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);

349
games/arkanoid.c Normal file
View File

@@ -0,0 +1,349 @@
/*******************************************************************************************
*
* raylib - sample game: arkanoid
*
* Sample game Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_MAX_LIFE 5
#define LINES_OF_BRICKS 5
#define BRICKS_PER_LINE 20
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
typedef struct Player {
Vector2 position;
Vector2 size;
int life;
} Player;
typedef struct Ball {
Vector2 position;
Vector2 speed;
int radius;
bool active;
} Ball;
typedef struct Brick {
Vector2 position;
bool active;
} Brick;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static Player player;
static Ball ball;
static Brick brick[LINES_OF_BRICKS][BRICKS_PER_LINE];
static Vector2 brickSize;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
// Additional module functions
static void UpdateBall(void);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateGame();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
DrawGame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
brickSize = (Vector2){ GetScreenWidth()/BRICKS_PER_LINE, 40 };
// Initialize player
player.position = (Vector2){ screenWidth/2, screenHeight*7/8 };
player.size = (Vector2){ screenWidth/10, 20 };
player.life = PLAYER_MAX_LIFE;
// Initialize ball
ball.position = (Vector2){ screenWidth/2, screenHeight*7/8 - 30 };
ball.speed = (Vector2){ 0, 0 };
ball.radius = 7;
ball.active = false;
// Initialize bricks
int initialDownPosition = 50;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
brick[i][j].position = (Vector2){ j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition };
brick[i][j].active = true;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player movement
if (IsKeyDown(KEY_LEFT)) player.position.x -= 5;
if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
if (IsKeyDown(KEY_RIGHT)) player.position.x += 5;
if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2;
// Launch ball
if (!ball.active)
{
if (IsKeyPressed(KEY_SPACE))
{
ball.active = true;
ball.speed = (Vector2){ 0, -5 };
}
}
UpdateBall();
// Game over logic
if (player.life <= 0) gameOver = true;
else
{
gameOver = true;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active) gameOver = false;
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw player bar
DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
// Draw player lives
for (int i = 0; i < player.life; i++) DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
// Draw ball
DrawCircleV(ball.position, ball.radius, MAROON);
// Draw bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
if ((i + j) % 2 == 0) DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
else DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
}
}
}
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static void UpdateBall()
{
// Update position
if (ball.active)
{
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
}
else
{
ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
}
// Bounce in x
if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
// Bounce in y
if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
// Ball reaches bottom of the screen
if ((ball.position.y + ball.radius) >= screenHeight)
{
ball.speed = (Vector2){ 0, 0 };
ball.active = false;
player.life--;
}
// Collision logic: ball vs player
if (CheckCollisionCircleRec(ball.position, ball.radius,
(Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
{
if (ball.speed.y > 0)
{
ball.speed.y *= -1;
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
}
}
// Collision logic: ball vs bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
// Hit below
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit above
else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit left
else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
// Hit right
else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
}
}
}
}

579
games/asteroids.c Normal file
View File

@@ -0,0 +1,579 @@
/*******************************************************************************************
*
* raylib - sample game: asteroids
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_BASE_SIZE 20.0f
#define PLAYER_SPEED 6.0f
#define PLAYER_MAX_SHOOTS 10
#define METEORS_SPEED 2
#define MAX_BIG_METEORS 4
#define MAX_MEDIUM_METEORS 8
#define MAX_SMALL_METEORS 16
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
float acceleration;
float rotation;
Vector3 collider;
Color color;
} Player;
typedef struct Shoot {
Vector2 position;
Vector2 speed;
float radius;
float rotation;
int lifeSpawn;
bool active;
Color color;
} Shoot;
typedef struct Meteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
} Meteor;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static bool victory;
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
static float shipHeight;
static Player player;
static Shoot shoot[PLAYER_MAX_SHOOTS];
static Meteor bigMeteor[MAX_BIG_METEORS];
static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
static Meteor smallMeteor[MAX_SMALL_METEORS];
static int countMediumMeteors;
static int countSmallMeteors;
static int meteorsDestroyed;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
static void InitShoot(Shoot shoot);
static void DrawSpaceship(Vector2 position, float rotation, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: asteroids");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateGame();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
DrawGame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
int posx, posy;
int velx, vely;
bool correctRange = false;
victory = false;
pause = false;
shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
player.speed = (Vector2){0, 0};
player.acceleration = 0;
player.rotation = 0;
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
player.color = LIGHTGRAY;
meteorsDestroyed = 0;
// Initialization shoot
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].radius = 2;
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
shoot[i].color = WHITE;
}
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
while(!correctRange)
{
if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
else correctRange = true;
}
correctRange = false;
posy = GetRandomValue(0, screenHeight);
while(!correctRange)
{
if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
else correctRange = true;
}
bigMeteor[i].position = (Vector2){posx, posy};
correctRange = false;
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
while(!correctRange)
{
if (velx == 0 && vely == 0)
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
else correctRange = true;
}
bigMeteor[i].speed = (Vector2){velx, vely};
bigMeteor[i].radius = 40;
bigMeteor[i].active = true;
bigMeteor[i].color = BLUE;
}
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
mediumMeteor[i].position = (Vector2){-100, -100};
mediumMeteor[i].speed = (Vector2){0,0};
mediumMeteor[i].radius = 20;
mediumMeteor[i].active = false;
mediumMeteor[i].color = BLUE;
}
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
smallMeteor[i].position = (Vector2){-100, -100};
smallMeteor[i].speed = (Vector2){0,0};
smallMeteor[i].radius = 10;
smallMeteor[i].active = false;
smallMeteor[i].color = BLUE;
}
countMediumMeteors = 0;
countSmallMeteors = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player logic
// Rotation
if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
// Speed
player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
// Controller
if (IsKeyDown(KEY_UP))
{
if (player.acceleration < 1) player.acceleration += 0.04f;
}
else
{
if (player.acceleration > 0) player.acceleration -= 0.02f;
else if (player.acceleration < 0) player.acceleration = 0;
}
if (IsKeyDown(KEY_DOWN))
{
if (player.acceleration > 0) player.acceleration -= 0.04f;
else if (player.acceleration < 0) player.acceleration = 0;
}
// Movement
player.position.x += (player.speed.x*player.acceleration);
player.position.y -= (player.speed.y*player.acceleration);
// Wall behaviour for player
if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
// Activation of shoot
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (!shoot[i].active)
{
shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) };
shoot[i].active = true;
shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
shoot[i].rotation = player.rotation;
break;
}
}
}
// Shoot life timer
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) shoot[i].lifeSpawn++;
}
// Shot logic
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active)
{
// Movement
shoot[i].position.x += shoot[i].speed.x;
shoot[i].position.y -= shoot[i].speed.y;
// Wall behaviour for shoot
if (shoot[i].position.x > screenWidth + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.x < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
if (shoot[i].position.y > screenHeight + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.y < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
// Life of shoot
if (shoot[i].lifeSpawn >= 60)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].lifeSpawn = 0;
shoot[i].active = false;
}
}
}
// Collision Player to meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true;
}
for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
}
for (int a = 0; a < MAX_SMALL_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
}
// Meteor logic
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
// movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[i].speed.y;
// wall behaviour
if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius;
}
}
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
// movement
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// wall behaviour
if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
}
}
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
// movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// wall behaviour
if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
}
}
// Collision behaviour
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if ((shoot[i].active))
{
for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigMeteor[a].active = false;
meteorsDestroyed++;
for (int j = 0; j < 2; j ++)
{
if (countMediumMeteors%2 == 0)
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
mediumMeteor[countMediumMeteors].active = true;
countMediumMeteors ++;
}
//bigMeteor[a].position = (Vector2){-100, -100};
bigMeteor[a].color = RED;
a = MAX_BIG_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumMeteor[b].active = false;
meteorsDestroyed++;
for (int j = 0; j < 2; j ++)
{
if (countSmallMeteors%2 == 0)
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
smallMeteor[countSmallMeteors].active = true;
countSmallMeteors ++;
}
//mediumMeteor[b].position = (Vector2){-100, -100};
mediumMeteor[b].color = GREEN;
b = MAX_MEDIUM_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int c = 0; c < MAX_SMALL_METEORS; c++)
{
if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallMeteor[c].active = false;
meteorsDestroyed++;
smallMeteor[c].color = YELLOW;
// smallMeteor[c].position = (Vector2){-100, -100};
c = MAX_SMALL_METEORS;
}
}
}
}
}
if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw spaceship
Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
DrawTriangle(v1, v2, v3, MAROON);
// Draw meteors
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY);
else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY);
else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
// Draw shoot
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK);
}
if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}

383
games/asteroids_survival.c Normal file
View File

@@ -0,0 +1,383 @@
/*******************************************************************************************
*
* raylib - sample game: asteroids survival
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_BASE_SIZE 20.0f
#define PLAYER_SPEED 6.0f
#define PLAYER_MAX_SHOOTS 10
#define METEORS_SPEED 2
#define MAX_MEDIUM_METEORS 8
#define MAX_SMALL_METEORS 16
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
float acceleration;
float rotation;
Vector3 collider;
Color color;
} Player;
typedef struct Meteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
} Meteor;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
static float shipHeight;
static Player player;
static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
static Meteor smallMeteor[MAX_SMALL_METEORS];
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: asteroids survival");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateGame();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
DrawGame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
int posx, posy;
int velx, vely;
bool correctRange = false;
pause = false;
framesCounter = 0;
shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
player.speed = (Vector2){0, 0};
player.acceleration = 0;
player.rotation = 0;
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
player.color = LIGHTGRAY;
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
while(!correctRange)
{
if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
else correctRange = true;
}
correctRange = false;
posy = GetRandomValue(0, screenHeight);
while(!correctRange)
{
if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
else correctRange = true;
}
correctRange = false;
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
while(!correctRange)
{
if (velx == 0 && vely == 0)
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
else correctRange = true;
}
mediumMeteor[i].position = (Vector2){posx, posy};
mediumMeteor[i].speed = (Vector2){velx, vely};
mediumMeteor[i].radius = 20;
mediumMeteor[i].active = true;
mediumMeteor[i].color = GREEN;
}
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
while(!correctRange)
{
if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
else correctRange = true;
}
correctRange = false;
posy = GetRandomValue(0, screenHeight);
while(!correctRange)
{
if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
else correctRange = true;
}
correctRange = false;
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
while(!correctRange)
{
if (velx == 0 && vely == 0)
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
else correctRange = true;
}
smallMeteor[i].position = (Vector2){posx, posy};
smallMeteor[i].speed = (Vector2){velx, vely};
smallMeteor[i].radius = 10;
smallMeteor[i].active = true;
smallMeteor[i].color = YELLOW;
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
framesCounter++;
// Player logic
// Rotation
if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
// Speed
player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
// Controller
if (IsKeyDown(KEY_UP))
{
if (player.acceleration < 1) player.acceleration += 0.04f;
}
else
{
if (player.acceleration > 0) player.acceleration -= 0.02f;
else if (player.acceleration < 0) player.acceleration = 0;
}
if (IsKeyDown(KEY_DOWN))
{
if (player.acceleration > 0) player.acceleration -= 0.04f;
else if (player.acceleration < 0) player.acceleration = 0;
}
// Movement
player.position.x += (player.speed.x*player.acceleration);
player.position.y -= (player.speed.y*player.acceleration);
// Wall behaviour for player
if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
// Collision Player to meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
}
for (int a = 0; a < MAX_SMALL_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
}
// Meteor logic
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
// movement
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// wall behaviour
if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
}
}
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
// movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// wall behaviour
if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw spaceship
Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
DrawTriangle(v1, v2, v3, MAROON);
// Draw meteor
for (int i = 0;i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
for (int i = 0;i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, DARKGRAY);
else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
DrawText(FormatText("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, BLACK);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}

View File

@@ -338,7 +338,7 @@ int main()
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
} break;
case GAMEPLAY:
@@ -388,8 +388,8 @@ int main()
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
@@ -403,15 +403,15 @@ int main()
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;

View File

@@ -351,7 +351,7 @@ int main()
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
} break;
case GAMEPLAY:
@@ -401,8 +401,8 @@ int main()
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
@@ -416,15 +416,15 @@ int main()
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;

View File

@@ -21,6 +21,8 @@
#include "raylib.h"
#include <math.h> // Used for sinf()
#define MAX_ENEMIES 10
typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
@@ -128,7 +130,7 @@ int main()
framesCounter++;
// Sea color tint effect
blue = 210 + 25 * sin(timeCounter);
blue = 210 + 25 * sinf(timeCounter);
timeCounter += 0.01;
// Game screens management
@@ -374,7 +376,7 @@ int main()
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
} break;
case GAMEPLAY:
@@ -424,8 +426,8 @@ int main()
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
@@ -439,15 +441,15 @@ int main()
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;

View File

@@ -0,0 +1,541 @@
/*******************************************************************************************
*
* raylib game - Dr. Turtle & Mr. Gamera
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Used for sinf()
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#define MAX_ENEMIES 10
typedef enum { TITLE = 0, GAMEPLAY, ENDING } GameScreen;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
Texture2D sky;
Texture2D mountains;
Texture2D sea;
Texture2D title;
Texture2D turtle;
Texture2D gamera;
Texture2D shark;
Texture2D orca;
Texture2D swhale;
Texture2D fish;
Texture2D gframe;
SpriteFont font;
Sound eat;
Sound die;
Sound growl;
// Define scrolling variables
int backScrolling = 0;
int seaScrolling = 0;
// Define current screen
GameScreen currentScreen = 0;
// Define player variables
int playerRail = 1;
Rectangle playerBounds;
bool gameraMode = false;
// Define enemies variables
Rectangle enemyBounds[MAX_ENEMIES];
int enemyRail[MAX_ENEMIES];
int enemyType[MAX_ENEMIES];
bool enemyActive[MAX_ENEMIES];
float enemySpeed = 10;
// Define additional game variables
int score = 0;
float distance = 0.0f;
int hiscore = 0;
float hidistance = 0.0f;
int foodBar = 0;
int framesCounter = 0;
unsigned char blue = 200;
float timeCounter = 0;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
// Init window
InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
// Initialize audio device
InitAudioDevice();
// Load game resources: textures
sky = LoadTexture("resources/sky.png");
mountains = LoadTexture("resources/mountains.png");
sea = LoadTexture("resources/sea.png");
title = LoadTexture("resources/title.png");
turtle = LoadTexture("resources/turtle.png");
gamera = LoadTexture("resources/gamera.png");
shark = LoadTexture("resources/shark.png");
orca = LoadTexture("resources/orca.png");
swhale = LoadTexture("resources/swhale.png");
fish = LoadTexture("resources/fish.png");
gframe = LoadTexture("resources/gframe.png");
// Load game resources: fonts
font = LoadSpriteFont("resources/komika.png");
// Load game resources: sounds
eat = LoadSound("resources/eat.wav");
die = LoadSound("resources/die.wav");
growl = LoadSound("resources/gamera.wav");
// Start playing streaming music
PlayMusicStream("resources/speeding.ogg");
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
// Init enemies variables
for (int i = 0; i < MAX_ENEMIES; i++)
{
// Define enemy type (all same probability)
//enemyType[i] = GetRandomValue(0, 3);
// Probability system for enemies type
int enemyProb = GetRandomValue(0, 100);
if (enemyProb < 30) enemyType[i] = 0;
else if (enemyProb < 60) enemyType[i] = 1;
else if (enemyProb < 90) enemyType[i] = 2;
else enemyType[i] = 3;
// define enemy rail
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload textures
UnloadTexture(sky);
UnloadTexture(mountains);
UnloadTexture(sea);
UnloadTexture(gframe);
UnloadTexture(title);
UnloadTexture(turtle);
UnloadTexture(shark);
UnloadTexture(orca);
UnloadTexture(swhale);
UnloadTexture(fish);
UnloadTexture(gamera);
// Unload font texture
UnloadSpriteFont(font);
// Unload sounds
UnloadSound(eat);
UnloadSound(die);
UnloadSound(growl);
StopMusicStream(); // Stop music
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream();
framesCounter++;
// Sea color tint effect
blue = 210 + 25 * sinf(timeCounter);
timeCounter += 0.01;
// Game screens management
switch (currentScreen)
{
case TITLE:
{
// Sea scrolling
seaScrolling -= 2;
if (seaScrolling <= -screenWidth) seaScrolling = 0;
// Press enter to change to gameplay screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = GAMEPLAY;
framesCounter = 0;
}
} break;
case GAMEPLAY:
{
// Background scrolling logic
backScrolling--;
if (backScrolling <= -screenWidth) backScrolling = 0;
// Sea scrolling logic
seaScrolling -= (enemySpeed - 2);
if (seaScrolling <= -screenWidth) seaScrolling = 0;
// Player movement logic
if (IsKeyPressed(KEY_DOWN)) playerRail++;
else if (IsKeyPressed(KEY_UP)) playerRail--;
// Check player not out of rails
if (playerRail > 4) playerRail = 4;
else if (playerRail < 0) playerRail = 0;
// Update player bounds
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
// Enemies activation logic (every 40 frames)
if (framesCounter > 40)
{
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i] == false)
{
enemyActive[i] = true;
i = MAX_ENEMIES;
}
}
framesCounter = 0;
}
// Enemies logic
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
enemyBounds[i].x -= enemySpeed;
}
// Check enemies out of screen
if (enemyBounds[i].x <= 0 - 128)
{
enemyActive[i] = false;
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
}
}
if (!gameraMode) enemySpeed += 0.005;
// Check collision player vs enemies
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
{
if (enemyType[i] < 3) // Bad enemies
{
if (gameraMode)
{
if (enemyType[i] == 0) score += 50;
else if (enemyType[i] == 1) score += 150;
else if (enemyType[i] == 2) score += 300;
foodBar += 15;
enemyActive[i] = false;
// After enemy deactivation, reset enemy parameters to be reused
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
PlaySound(eat);
}
else
{
// Player die logic
PlaySound(die);
currentScreen = ENDING;
framesCounter = 0;
// Save hiscore and hidistance for next game
if (score > hiscore) hiscore = score;
if (distance > hidistance) hidistance = distance;
}
}
else // Sweet fish
{
enemyActive[i] = false;
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
if (!gameraMode) foodBar += 80;
else foodBar += 25;
score += 10;
if (foodBar == 400)
{
gameraMode = true;
PlaySound(growl);
}
PlaySound(eat);
}
}
}
}
// Gamera mode logic
if (gameraMode)
{
foodBar--;
if (foodBar <= 0)
{
gameraMode = false;
enemySpeed -= 2;
if (enemySpeed < 10) enemySpeed = 10;
}
}
// Update distance counter
distance += 0.5f;
} break;
case ENDING:
{
// Press enter to play again
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = GAMEPLAY;
// Reset player
playerRail = 1;
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
gameraMode = false;
// Reset enemies data
for (int i = 0; i < MAX_ENEMIES; i++)
{
int enemyProb = GetRandomValue(0, 100);
if (enemyProb < 30) enemyType[i] = 0;
else if (enemyProb < 60) enemyType[i] = 1;
else if (enemyProb < 90) enemyType[i] = 2;
else enemyType[i] = 3;
//enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
enemySpeed = 10;
// Reset game variables
score = 0;
distance = 0.0;
foodBar = 0;
framesCounter = 0;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw background (common to all screens)
DrawTexture(sky, 0, 0, WHITE);
DrawTexture(mountains, backScrolling, 0, WHITE);
DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
if (!gameraMode)
{
DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
}
else
{
DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
}
switch (currentScreen)
{
case TITLE:
{
// Draw title
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 1, WHITE);
} break;
case GAMEPLAY:
{
// Draw water lines
for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
// Draw player
if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
// Draw player bounding box
//if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
//else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
// Draw enemies
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
// Draw enemies
switch(enemyType[i])
{
case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
default: break;
}
// Draw enemies bounding boxes
/*
switch(enemyType[i])
{
case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
default: break;
}
*/
}
}
// Draw gameplay interface
DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
DrawText("GAMERA MODE", 60, 22, 40, GRAY);
DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
}
} break;
case ENDING:
{
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}

186
games/drturtle/makefile Normal file
View File

@@ -0,0 +1,186 @@
#**************************************************************************************************
#
# raylib - makefile to compile Dr.Turtle game
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# define raylib platform if not defined (by default, compile for RPI)
# Other possible platform: PLATFORM_DESKTOP
PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
UNAMEOS:=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
else
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
LIBPATH=osx
endif
endif
endif
endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
ifeq ($(PLATFORM_OS),OSX)
# define llvm compiler for mac
CC = clang
else
# define default gcc compiler
CC = gcc
endif
endif
# define compiler flags:
# -O2 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 use standard C from 1999 revision
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
else
CFLAGS = -O2 -Wall -std=c99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1 --shell-file ../../templates/web_shell/shell.html
#-s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
# define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
endif
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
LIBS = ../../src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = ../../src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# define all screen object files required
SCREENS = \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is advance_game
default: drturtle
# compile template - advance_game
drturtle: drturtle_final_web.c $(SCREENS)
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
else
ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete
rm -f *.o
else
del *.o *.exe
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -f *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.exe : %.c
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

246
games/floppy.c Normal file
View File

@@ -0,0 +1,246 @@
/*******************************************************************************************
*
* raylib - sample game: floppy
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define MAX_TUBES 100
#define FLOPPY_RADIUS 24
#define TUBES_WIDTH 80
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Floppy {
Vector2 position;
int radius;
Color color;
} Floppy;
typedef struct Tubes {
Rectangle rec;
Color color;
bool active;
} Tubes;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static int score;
static int hiScore = 0;
static Floppy floppy;
static Tubes tubes[MAX_TUBES*2];
static Vector2 tubesPos[MAX_TUBES];
static int tubesSpeedX;
static bool superfx;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: floppy");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateGame();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
DrawGame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
floppy.radius = FLOPPY_RADIUS;
floppy.position = (Vector2){80, screenHeight/2 - floppy.radius};
tubesSpeedX = 2;
for (int i = 0; i < MAX_TUBES; i++)
{
tubesPos[i].x = 400 + 280*i;
tubesPos[i].y = -GetRandomValue(0, 120);
}
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubes[i].rec.x = tubesPos[i/2].x;
tubes[i].rec.y = tubesPos[i/2].y;
tubes[i].rec.width = TUBES_WIDTH;
tubes[i].rec.height = 255;
tubes[i+1].rec.x = tubesPos[i/2].x;
tubes[i+1].rec.y = 600 + tubesPos[i/2].y - 255;
tubes[i+1].rec.width = TUBES_WIDTH;
tubes[i+1].rec.height = 255;
tubes[i/2].active = true;
}
score = 0;
gameOver = false;
superfx = false;
pause = false;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubes[i].rec.x = tubesPos[i/2].x;
tubes[i+1].rec.x = tubesPos[i/2].x;
}
if (IsKeyDown(KEY_SPACE) && !gameOver) floppy.position.y -= 3;
else floppy.position.y += 1;
// Check Collisions
for (int i = 0; i < MAX_TUBES*2; i++)
{
if (CheckCollisionCircleRec(floppy.position, floppy.radius, tubes[i].rec))
{
gameOver = true;
pause = false;
}
else if ((tubesPos[i/2].x < floppy.position.x) && tubes[i/2].active && !gameOver)
{
score += 100;
tubes[i/2].active = false;
superfx = true;
if (score > hiScore) hiScore = score;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, DARKGRAY);
// Draw tubes
for (int i = 0; i < MAX_TUBES; i++)
{
DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, GRAY);
DrawRectangle(tubes[i*2 + 1].rec.x, tubes[i*2 + 1].rec.y, tubes[i*2 + 1].rec.width, tubes[i*2 + 1].rec.height, GRAY);
}
// Draw flashing fx (one frame only)
if (superfx)
{
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
superfx = false;
}
DrawText(FormatText("%04i", score), 20, 20, 40, GRAY);
DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, LIGHTGRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}

View File

@@ -1,210 +0,0 @@
/*******************************************************************************************
*
* raylib game - Floppy Bird
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_TUBES 100
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "Floppy Bird");
InitAudioDevice(); // Initialize audio device
Sound coin = LoadSound("resources/coin.wav");
Sound jump = LoadSound("resources/jump.wav");
Texture2D background = LoadTexture("resources/background.png");
Texture2D tubes = LoadTexture("resources/tubes.png");
Texture2D floppy = LoadTexture("resources/floppy.png");
Vector2 floppyPos = { 80, screenHeight/2 - floppy.height/2 };
Vector2 tubesPos[MAX_TUBES];
int tubesSpeedX = 2;
for (int i = 0; i < MAX_TUBES; i++)
{
tubesPos[i].x = 400 + 280*i;
tubesPos[i].y = -GetRandomValue(0, 120);
}
Rectangle tubesRecs[MAX_TUBES*2];
bool tubesActive[MAX_TUBES];
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubesRecs[i].x = tubesPos[i/2].x;
tubesRecs[i].y = tubesPos[i/2].y;
tubesRecs[i].width = tubes.width;
tubesRecs[i].height = 255;
tubesRecs[i+1].x = tubesPos[i/2].x;
tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
tubesRecs[i+1].width = tubes.width;
tubesRecs[i+1].height = 255;
tubesActive[i/2] = true;
}
int backScroll = 0;
int score = 0;
int hiscore = 0;
bool gameover = false;
bool superfx = false;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
backScroll--;
if (backScroll <= -800) backScroll = 0;
for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubesRecs[i].x = tubesPos[i/2].x;
tubesRecs[i+1].x = tubesPos[i/2].x;
}
if (IsKeyDown(KEY_SPACE) && !gameover) floppyPos.y -= 3;
else floppyPos.y += 1;
if (IsKeyPressed(KEY_SPACE) && !gameover) PlaySound(jump);
// Check Collisions
for (int i = 0; i < MAX_TUBES*2; i++)
{
if (CheckCollisionCircleRec((Vector2){ floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2 }, floppy.width/2, tubesRecs[i]))
{
gameover = true;
}
else if ((tubesPos[i/2].x < floppyPos.x) && tubesActive[i/2] && !gameover)
{
score += 100;
tubesActive[i/2] = false;
PlaySound(coin);
superfx = true;
if (score > hiscore) hiscore = score;
}
}
if (gameover && IsKeyPressed(KEY_ENTER))
{
for (int i = 0; i < MAX_TUBES; i++)
{
tubesPos[i].x = 400 + 280*i;
tubesPos[i].y = -GetRandomValue(0, 120);
}
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubesRecs[i].x = tubesPos[i/2].x;
tubesRecs[i].y = tubesPos[i/2].y;
tubesRecs[i+1].x = tubesPos[i/2].x;
tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
tubesActive[i/2] = true;
}
floppyPos.x = 80;
floppyPos.y = screenHeight/2 - floppy.height/2;
gameover = false;
score = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(background, backScroll, 0, WHITE);
DrawTexture(background, screenWidth + backScroll, 0, WHITE);
if (!gameover)
{
DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
//DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
}
for (int i = 0; i < MAX_TUBES; i++)
{
if (tubesPos[i].x <= 800) DrawTextureEx(tubes, tubesPos[i], 0, 1.0, WHITE);
//DrawRectangleLines(tubesRecs[i*2].x, tubesRecs[i*2].y, tubesRecs[i*2].width, tubesRecs[i*2].height, RED);
//DrawRectangleLines(tubesRecs[i*2 + 1].x, tubesRecs[i*2 + 1].y, tubesRecs[i*2 + 1].width, tubesRecs[i*2 + 1].height, RED);
}
DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
DrawText(FormatText("HI-SCORE: %04i", hiscore), 20, 70, 20, VIOLET);
if (gameover)
{
DrawText("GAME OVER", 100, 180, 100, MAROON);
DrawText("PRESS ENTER to RETRY!", 280, 280, 20, RED);
}
if (superfx)
{
DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
superfx = false;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(background); // Texture unloading
UnloadTexture(tubes); // Texture unloading
UnloadTexture(floppy); // Texture unloading
UnloadSound(coin); // Unload sound data
UnloadSound(jump); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 224 KiB

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 19 KiB

288
games/gold_fever.c Normal file
View File

@@ -0,0 +1,288 @@
/*******************************************************************************************
*
* raylib - sample game: gold fever
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
int radius;
} Player;
typedef struct Enemy {
Vector2 position;
Vector2 speed;
int radius;
int radiusBounds;
bool moveRight; // RAY: o__O
} Enemy;
typedef struct Points {
Vector2 position;
int radius;
int value;
bool active;
} Points;
typedef struct Home {
Rectangle rec;
bool active;
bool save;
Color color;
} Home;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static int score;
static int hiScore = 0;
static Player player;
static Enemy enemy;
static Points points;
static Home home;
static bool follow;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: gold fever");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateGame();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
DrawGame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
pause = false;
score = 0;
player.position = (Vector2){50, 50};
player.radius = 20;
player.speed = (Vector2){5, 5};
enemy.position = (Vector2){screenWidth - 50, screenHeight/2};
enemy.radius = 20;
enemy.radiusBounds = 150;
enemy.speed = (Vector2){3, 3};
enemy.moveRight = true;
follow = false;
points.radius = 10;
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
points.value = 100;
points.active = true;
home.rec.width = 50;
home.rec.height = 50;
home.rec.x = GetRandomValue(0, screenWidth - home.rec.width);
home.rec.y = GetRandomValue(0, screenHeight - home.rec.height);
home.active = false;
home.save = false;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
//Control player
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
//wall behaviour player
if (player.position.x - player.radius <= 0) player.position.x = player.radius;
if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius;
if (player.position.y - player.radius <= 0) player.position.y = player.radius;
if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius;
//IA Enemy
if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.save)
{
if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x;
if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x;
if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y;
if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y;
}
else
{
if (enemy.moveRight) enemy.position.x += enemy.speed.x;
else enemy.position.x -= enemy.speed.x;
}
//wall behaviour enemy
if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true;
if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false;
if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius;
if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius;
if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius;
if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius;
//Collisions
if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active)
{
follow = true;
points.active = false;
home.active = true;
}
if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save)
{
gameOver = true;
if (hiScore < score) hiScore = score;
}
if (CheckCollisionCircleRec(player.position, player.radius, home.rec))
{
follow = false;
if (!points.active)
{
score += points.value;
points.active = true;
enemy.speed.x += 0.5;
enemy.speed.y += 0.5;
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
}
home.save = true;
}
else home.save = false;
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
if (follow)
{
DrawRectangle(0, 0, screenWidth, screenHeight, RED);
DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
}
DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE);
DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED);
DrawCircleV(enemy.position, enemy.radius, MAROON);
DrawCircleV(player.position, player.radius, GRAY);
if (points.active) DrawCircleV(points.position, points.radius, GOLD);
DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY);
DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}

571
games/gorilas.c Normal file
View File

@@ -0,0 +1,571 @@
/*******************************************************************************************
*
* raylib - sample game: gorilas
*
* Sample game Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define MAX_BUILDINGS 15
#define MAX_EXPLOSIONS 200
#define MAX_PLAYERS 2
#define BUILDING_RELATIVE_ERROR 30 // Building size random range %
#define BUILDING_MIN_RELATIVE_HEIGHT 20 // Minimum height in % of the screenHeight
#define BUILDING_MAX_RELATIVE_HEIGHT 60 // Maximum height in % of the screenHeight
#define BUILDING_MIN_GRAYSCALE_COLOR 120 // Minimum gray color for the buildings
#define BUILDING_MAX_GRAYSCALE_COLOR 200 // Maximum gray color for the buildings
#define MIN_PLAYER_POSITION 5 // Minimum x position %
#define MAX_PLAYER_POSITION 20 // Maximum x position %
#define GRAVITY 9.81f
#define DELTA_FPS 60
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 size;
Vector2 aimingPoint;
int aimingAngle;
int aimingPower;
Vector2 previousPoint;
int previousAngle;
int previousPower;
Vector2 impactPoint;
bool isLeftTeam; // This player belongs to the left or to the right team
bool isPlayer; // If is a player or an AI
bool isAlive;
} Player;
typedef struct Building {
Rectangle rectangle;
Color color;
} Building;
typedef struct Explosion {
Vector2 position;
int radius;
bool active;
} Explosion;
typedef struct Ball {
Vector2 position;
Vector2 speed;
int radius;
bool active;
} Ball;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
static Player player[MAX_PLAYERS];
static Building building[MAX_BUILDINGS];
static Explosion explosion[MAX_EXPLOSIONS];
static Ball ball;
static int playerTurn = 0;
static bool ballOnAir = false;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
// Additional module functions
static void InitBuildings(void);
static void InitPlayers(void);
static bool UpdatePlayer(int playerTurn);
static bool UpdateBall(int playerTurn);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: gorilas");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateGame();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
DrawGame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
// Init shoot
ball.radius = 10;
ballOnAir = false;
ball.active = false;
InitBuildings();
InitPlayers();
// Init explosions
for (int i = 0; i < MAX_EXPLOSIONS; i++)
{
explosion[i].position = (Vector2){ 0.0f, 0.0f };
explosion[i].radius = 30;
explosion[i].active = false;
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (!ballOnAir) ballOnAir = UpdatePlayer(playerTurn); // If we are aiming
else
{
if (UpdateBall(playerTurn)) // If collision
{
// Game over logic
bool leftTeamAlive = false;
bool rightTeamAlive = false;
for (int i = 0; i < MAX_PLAYERS; i++)
{
if (player[i].isAlive)
{
if (player[i].isLeftTeam) leftTeamAlive = true;
if (!player[i].isLeftTeam) rightTeamAlive = true;
}
}
if (leftTeamAlive && rightTeamAlive)
{
ballOnAir = false;
ball.active = false;
playerTurn++;
if (playerTurn == MAX_PLAYERS) playerTurn = 0;
}
else
{
gameOver = true;
// if (leftTeamAlive) left team wins
// if (rightTeamAlive) right team wins
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw buildings
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(building[i].rectangle, building[i].color);
// Draw explosions
for (int i = 0; i < MAX_EXPLOSIONS; i++)
{
if (explosion[i].active) DrawCircle(explosion[i].position.x, explosion[i].position.y, explosion[i].radius, RAYWHITE);
}
// Draw players
for (int i = 0; i < MAX_PLAYERS; i++)
{
if (player[i].isAlive)
{
if (player[i].isLeftTeam) DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
player[i].size.x, player[i].size.y, BLUE);
else DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
player[i].size.x, player[i].size.y, RED);
}
}
// Draw ball
if (ball.active) DrawCircle(ball.position.x, ball.position.y, ball.radius, MAROON);
// Draw the angle and the power of the aim, and the previous ones
if (!ballOnAir)
{
// Draw shot information
/*
if (player[playerTurn].isLeftTeam)
{
DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), 20, 20, 20, DARKBLUE);
DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), 20, 50, 20, DARKBLUE);
DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), 20, 80, 20, DARKBLUE);
DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), 20, 110, 20, DARKBLUE);
DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), 20, 140, 20, DARKBLUE);
DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), 20, 170, 20, DARKBLUE);
}
else
{
DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), screenWidth*3/4, 20, 20, DARKBLUE);
DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), screenWidth*3/4, 50, 20, DARKBLUE);
DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), screenWidth*3/4, 80, 20, DARKBLUE);
DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), screenWidth*3/4, 110, 20, DARKBLUE);
DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), screenWidth*3/4, 140, 20, DARKBLUE);
DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), screenWidth*3/4, 170, 20, DARKBLUE);
}
*/
// Draw aim
if (player[playerTurn].isLeftTeam)
{
// Previous aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
player[playerTurn].previousPoint, GRAY);
// Actual aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
player[playerTurn].aimingPoint, DARKBLUE);
}
else
{
// Previous aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
player[playerTurn].previousPoint, GRAY);
// Actual aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
player[playerTurn].aimingPoint, MAROON);
}
}
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static void InitBuildings(void)
{
// Horizontal generation
int currentWidth = 0;
// We make sure the absolute error randomly generated for each building, has as a minimum value the screenWidth.
// This way all the screen will be filled with buildings. Each building will have a different, random width.
float relativeWidth = 100/(100 - BUILDING_RELATIVE_ERROR);
float buildingWidthMean = (screenWidth*relativeWidth/MAX_BUILDINGS) + 1; // We add one to make sure we will cover the whole screen.
// Vertical generation
int currentHeighth = 0;
int grayLevel;
// Creation
for (int i = 0; i < MAX_BUILDINGS; i++)
{
// Horizontal
building[i].rectangle.x = currentWidth;
building[i].rectangle.width = GetRandomValue(buildingWidthMean*(100 - BUILDING_RELATIVE_ERROR/2)/100 + 1, buildingWidthMean*(100 + BUILDING_RELATIVE_ERROR)/100);
currentWidth += building[i].rectangle.width;
// Vertical
currentHeighth = GetRandomValue(BUILDING_MIN_RELATIVE_HEIGHT, BUILDING_MAX_RELATIVE_HEIGHT);
building[i].rectangle.y = screenHeight - (screenHeight*currentHeighth/100);
building[i].rectangle.height = screenHeight*currentHeighth/100 + 1;
// Color
grayLevel = GetRandomValue(BUILDING_MIN_GRAYSCALE_COLOR, BUILDING_MAX_GRAYSCALE_COLOR);
building[i].color = (Color){ grayLevel, grayLevel, grayLevel, 255 };
}
}
static void InitPlayers(void)
{
for (int i = 0; i < MAX_PLAYERS; i++)
{
player[i].isAlive = true;
// Decide the team of this player
if (i % 2 == 0) player[i].isLeftTeam = true;
else player[i].isLeftTeam = false;
// Now there is no AI
player[i].isPlayer = true;
// Set size, by default by now
player[i].size = (Vector2){ 40, 40 };
// Set position
if (player[i].isLeftTeam) player[i].position.x = GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100);
else player[i].position.x = screenWidth - GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100);
for (int j = 0; j < MAX_BUILDINGS; j++)
{
if (building[j].rectangle.x > player[i].position.x)
{
// Set the player in the center of the building
player[i].position.x = building[j-1].rectangle.x + building[j-1].rectangle.width/2;
// Set the player at the top of the building
player[i].position.y = building[j-1].rectangle.y - player[i].size.y/2;
break;
}
}
// Set statistics to 0
player[i].aimingPoint = player[i].position;
player[i].previousAngle = 0;
player[i].previousPower = 0;
player[i].previousPoint = player[i].position;
player[i].aimingAngle = 0;
player[i].aimingPower = 0;
player[i].impactPoint = (Vector2){ -100, -100 };
}
}
static bool UpdatePlayer(int playerTurn)
{
// If we are aiming at the firing quadrant, we calculate the angle
if (GetMousePosition().y <= player[playerTurn].position.y)
{
// Left team
if (player[playerTurn].isLeftTeam && GetMousePosition().x >= player[playerTurn].position.x)
{
// Distance (calculating the fire power)
player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2));
// Calculates the angle via arcsin
player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG;
// Point of the screen we are aiming at
player[playerTurn].aimingPoint = GetMousePosition();
// Ball fired
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
player[playerTurn].previousPoint = player[playerTurn].aimingPoint;
player[playerTurn].previousPower = player[playerTurn].aimingPower;
player[playerTurn].previousAngle = player[playerTurn].aimingAngle;
ball.position = player[playerTurn].position;
return true;
}
}
// Right team
else if (!player[playerTurn].isLeftTeam && GetMousePosition().x <= player[playerTurn].position.x)
{
// Distance (calculating the fire power)
player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2));
// Calculates the angle via arcsin
player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG;
// Point of the screen we are aiming at
player[playerTurn].aimingPoint = GetMousePosition();
// Ball fired
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
player[playerTurn].previousPoint = player[playerTurn].aimingPoint;
player[playerTurn].previousPower = player[playerTurn].aimingPower;
player[playerTurn].previousAngle = player[playerTurn].aimingAngle;
ball.position = player[playerTurn].position;
return true;
}
}
else
{
player[playerTurn].aimingPoint = player[playerTurn].position;
player[playerTurn].aimingPower = 0;
player[playerTurn].aimingAngle = 0;
}
}
else
{
player[playerTurn].aimingPoint = player[playerTurn].position;
player[playerTurn].aimingPower = 0;
player[playerTurn].aimingAngle = 0;
}
return false;
}
static bool UpdateBall(int playerTurn)
{
static int explosionNumber = 0;
// Activate ball
if (!ball.active)
{
if (player[playerTurn].isLeftTeam)
{
ball.speed.x = cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.active = true;
}
else
{
ball.speed.x = -cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.active = true;
}
}
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
ball.speed.y += GRAVITY/DELTA_FPS;
// Collision
if (ball.position.x + ball.radius < 0) return true;
else if (ball.position.x - ball.radius > screenWidth) return true;
else
{
// Player collision
for (int i = 0; i < MAX_PLAYERS; i++)
{
if (CheckCollisionCircleRec(ball.position, ball.radius, (Rectangle){ player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
player[i].size.x, player[i].size.y }))
{
// We can't hit ourselves
if (i == playerTurn) return false;
else
{
// We set the impact point
player[playerTurn].impactPoint.x = ball.position.x;
player[playerTurn].impactPoint.y = ball.position.y + ball.radius;
// We destroy the player
player[i].isAlive = false;
return true;
}
}
}
// Building collision
// NOTE: We only check building collision if we are not inside an explosion
for (int i = 0; i < MAX_BUILDINGS; i++)
{
if (CheckCollisionCircles(ball.position, ball.radius, explosion[i].position, explosion[i].radius - ball.radius))
{
return false;
}
}
for (int i = 0; i < MAX_BUILDINGS; i++)
{
if (CheckCollisionCircleRec(ball.position, ball.radius, building[i].rectangle))
{
// We set the impact point
player[playerTurn].impactPoint.x = ball.position.x;
player[playerTurn].impactPoint.y = ball.position.y + ball.radius;
// We create an explosion
explosion[explosionNumber].position = player[playerTurn].impactPoint;
explosion[explosionNumber].active = true;
explosionNumber++;
return true;
}
}
}
return false;
}

View File

@@ -72,7 +72,7 @@ else
CFLAGS = -O2 -Wall -std=c99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O2 -Wall -std=c99 -s USE_GLFW=3
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --shell-file ../../templates/web_shell/shell.html
#-s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)

Some files were not shown because too many files have changed in this diff Show More