/******************************************************************************************* * * 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 Zero (@zerohorsepower) * ********************************************************************************************/ #include "raylib.h" #include // Required for: calloc(), free() #include // Required for: cosf(), sinf() #define MAX_BULLETS 500000 // Max bullets to be processed //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct Bullet { Vector2 position; // Bullet position on screen Vector2 acceleration; // Amount of pixels to be incremented to position every frame bool disabled; // Skip processing and draw case out of screen Color color; // Bullet color } Bullet; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell"); // Bullets definition Bullet *bullets = (Bullet *)RL_CALLOC(MAX_BULLETS, sizeof(Bullet)); // Bullets array int bulletCount = 0; int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen int bulletRadius = 10; float bulletSpeed = 3.0f; int bulletRows = 6; Color bulletColor[2] = { RED, BLUE }; // Spawner variables float baseDirection = 0; int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame float spawnCooldown = 2; 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() // NOTE: This is done to improve the performance, since DrawCircle() is very slow BeginTextureMode(bulletTexture); DrawCircle(12, 12, bulletRadius, WHITE); DrawCircleLines(12, 12, bulletRadius, BLACK); EndTextureMode(); bool drawInPerformanceMode = true; // Switch between DrawCircle() and DrawTexture() 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 logic if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && (bulletRows < 359)) bulletRows++; if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && (bulletRows > 1)) bulletRows--; if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f; if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && (bulletSpeed > 0.50f)) bulletSpeed -= 0.25f; if (IsKeyPressed(KEY_Z) && (spawnCooldown > 1)) spawnCooldown--; if (IsKeyPressed(KEY_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){ 60.0f, 60.0f }, magicCircleRotation, PURPLE); DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 }, (Vector2){ 60.0f, 60.0f }, magicCircleRotation + 45, PURPLE); DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK); DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK); DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK); // Draw bullets if (drawInPerformanceMode) { // Draw bullets using pre-rendered texture containing circle for (int i = 0; i < bulletCount; i++) { // Do not draw disabled bullets (out of screen) if (!bullets[i].disabled) { DrawTexture(bulletTexture.texture, bullets[i].position.x - bulletTexture.texture.width*0.5f, bullets[i].position.y - bulletTexture.texture.height*0.5f, bullets[i].color); } } } else { // Draw bullets using DrawCircle(), less performant 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); // Unload bullet texture RL_FREE(bullets); // Free bullets array data CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }