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