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			135 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib example - particles blending
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| *
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| *   This example has been created using raylib 1.7 (www.raylib.com)
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| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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| *
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| *   Copyright (c) 2017 Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #define MAX_PARTICLES 200
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| 
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| // Particle structure with basic data
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| typedef struct {
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|     Vector2 position;
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|     Color color;
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|     float alpha;
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|     float size;
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|     float rotation;
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|     bool active;        // NOTE: Use it to activate/deactive particle
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| } Particle;
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| 
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
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| 
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|     // Particles pool, reuse them!
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|     Particle mouseTail[MAX_PARTICLES] = { 0 };
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| 
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|     // Initialize particles
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|     for (int i = 0; i < MAX_PARTICLES; i++)
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|     {
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|         mouseTail[i].position = (Vector2){ 0, 0 };
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|         mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
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|         mouseTail[i].alpha = 1.0f;
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|         mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
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|         mouseTail[i].rotation = (float)GetRandomValue(0, 360);
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|         mouseTail[i].active = false;
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|     }
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| 
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|     float gravity = 3.0f;
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| 
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|     Texture2D smoke = LoadTexture("resources/spark_flame.png");
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| 
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|     int blending = BLEND_ALPHA;
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| 
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|     SetTargetFPS(60);
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Main game loop
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|     while (!WindowShouldClose())    // Detect window close button or ESC key
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|     {
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|         // Update
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|         //----------------------------------------------------------------------------------
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| 
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|         // Activate one particle every frame and Update active particles
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|         // NOTE: Particles initial position should be mouse position when activated
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|         // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
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|         // NOTE: When a particle disappears, active = false and it can be reused.
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|         for (int i = 0; i < MAX_PARTICLES; i++)
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|         {
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|             if (!mouseTail[i].active)
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|             {
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|                 mouseTail[i].active = true;
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|                 mouseTail[i].alpha = 1.0f;
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|                 mouseTail[i].position = GetMousePosition();
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|                 i = MAX_PARTICLES;
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|             }
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|         }
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| 
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|         for (int i = 0; i < MAX_PARTICLES; i++)
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|         {
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|             if (mouseTail[i].active)
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|             {
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|                 mouseTail[i].position.y += gravity/2;
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|                 mouseTail[i].alpha -= 0.005f;
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| 
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|                 if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
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| 
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|                 mouseTail[i].rotation += 2.0f;
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|             }
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|         }
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| 
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|         if (IsKeyPressed(KEY_SPACE))
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|         {
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|             if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
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|             else blending = BLEND_ALPHA;
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|         }
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(DARKGRAY);
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| 
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|             BeginBlendMode(blending);
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| 
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|                 // Draw active particles
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|                 for (int i = 0; i < MAX_PARTICLES; i++)
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|                 {
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|                     if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height },
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|                                                            (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
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|                                                            (Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation,
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|                                                            Fade(mouseTail[i].color, mouseTail[i].alpha));
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|                 }
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| 
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|             EndBlendMode();
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| 
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|             DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
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| 
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|             if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
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|             else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     UnloadTexture(smoke);
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| 
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|     CloseWindow();        // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } | 
