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https://github.com/raysan5/raylib.git
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277 lines
11 KiB
C
277 lines
11 KiB
C
/*******************************************************************************************
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*
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* raylib [shapes] example - simple particles
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jordi Santonja (@JordSant)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Jordi Santonja (@JordSant)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: calloc(), free()
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#include <math.h> // Required for: cosf(), sinf()
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#define MAX_PARTICLES 3000 // Max number particles
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum ParticleType {
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WATER = 0,
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SMOKE,
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FIRE
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} ParticleType;
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static const char particleTypeNames[3][10] = { "WATER", "SMOKE", "FIRE" };
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typedef struct Particle {
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ParticleType type; // Particle type (WATER, SMOKE, FIRE)
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Vector2 position; // Particle position on screen
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Vector2 velocity; // Particle current speed and direction
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float radius; // Particle radius
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Color color; // Particle color
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float lifeTime; // Particle life time
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bool alive; // Particle alive: inside screen and life time
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} Particle;
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typedef struct CircularBuffer {
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int head; // Index for the next write
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int tail; // Index for the next read
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Particle *buffer; // Particle buffer array
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} CircularBuffer;
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type);
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static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer);
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static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight);
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static void UpdateCircularBuffer(CircularBuffer *circularBuffer);
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static void DrawParticles(CircularBuffer *circularBuffer);
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//------------------------------------------------------------------------------------
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// Program main entry point
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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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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - simple particles");
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// Definition of particles
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Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
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CircularBuffer circularBuffer = { 0, 0, particles };
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// Particle emitter parameters
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int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
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ParticleType currentType = WATER;
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Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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// Emit new particles: when emissionRate is 1, emit every frame
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if (emissionRate < 0)
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{
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if (rand()%(-emissionRate) == 0) EmitParticle(&circularBuffer, emitterPosition, currentType);
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}
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else
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{
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for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
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}
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// Update the parameters of each particle
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UpdateParticles(&circularBuffer, screenWidth, screenHeight);
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// Remove dead particles from the circular buffer
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UpdateCircularBuffer(&circularBuffer);
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// Change Particle Emission Rate (UP/DOWN arrows)
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if (IsKeyPressed(KEY_UP)) emissionRate++;
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if (IsKeyPressed(KEY_DOWN)) emissionRate--;
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// Change Particle Type (LEFT/RIGHT arrows)
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if (IsKeyPressed(KEY_RIGHT)) (currentType == FIRE)? (currentType = WATER) : currentType++;
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if (IsKeyPressed(KEY_LEFT)) (currentType == WATER)? (currentType = FIRE) : currentType--;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Call the function with a loop to draw all particles
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DrawParticles(&circularBuffer);
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// Draw UI and Instructions
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DrawRectangle(5, 5, 315, 75, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(5, 5, 315, 75, BLUE);
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DrawText("CONTROLS:", 15, 15, 10, BLACK);
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DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, BLACK);
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DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
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if (emissionRate < 0) DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
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else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
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DrawFPS(screenWidth - 80, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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RL_FREE(particles); // Free particles array data
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type)
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{
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Particle *newParticle = AddToCircularBuffer(circularBuffer);
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// If buffer is full, newParticle is NULL
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if (newParticle != NULL)
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{
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// Fill particle properties
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newParticle->position = emitterPosition;
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newParticle->alive = true;
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newParticle->lifeTime = 0.0f;
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newParticle->type = type;
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float speed = (float)(rand()%10)/5.0f;
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switch (type)
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{
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case WATER:
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{
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newParticle->radius = 5.0f;
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newParticle->color = BLUE;
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} break;
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case SMOKE:
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{
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newParticle->radius = 7.0f;
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newParticle->color = GRAY;
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} break;
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case FIRE:
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{
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newParticle->radius = 10.0f;
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newParticle->color = YELLOW;
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speed /= 10.0f;
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} break;
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default: break;
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}
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float direction = (float)(rand()%360);
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newParticle->velocity = (Vector2){ speed*cosf(direction*DEG2RAD), speed*sinf(direction*DEG2RAD) };
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}
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}
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static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
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{
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Particle *particle = NULL;
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// Check if buffer full
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if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
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{
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// Add new particle to the head position and advance head
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particle = &circularBuffer->buffer[circularBuffer->head];
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circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
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}
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return particle;
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}
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static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
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{
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for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
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{
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// Update particle life and positions
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circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
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switch (circularBuffer->buffer[i].type)
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{
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case WATER:
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
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circularBuffer->buffer[i].velocity.y += 0.2f; // Gravity
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circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
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break;
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case SMOKE:
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
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circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
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circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
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circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
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circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
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if (circularBuffer->buffer[i].color.a < 4) // If alpha transparent, particle dies
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circularBuffer->buffer[i].alive = false;
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break;
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case FIRE:
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// Add a little horizontal oscillation to fire particles
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
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circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
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circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
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circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
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circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
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if (circularBuffer->buffer[i].radius <= 0.02f) // If radius too small, particle dies
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circularBuffer->buffer[i].alive = false;
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break;
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default: break;
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}
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// Disable particle when out of screen
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Vector2 center = circularBuffer->buffer[i].position;
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float radius = circularBuffer->buffer[i].radius;
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if ((center.x < -radius) || (center.x > screenWidth + radius) ||
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(center.y < -radius) || (center.y > screenHeight + radius))
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circularBuffer->buffer[i].alive = false;
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}
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}
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static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
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{
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// Update circular buffer: advance tail over dead particles
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while ((circularBuffer->tail != circularBuffer->head) &&
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!circularBuffer->buffer[circularBuffer->tail].alive)
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{
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circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
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}
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}
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static void DrawParticles(CircularBuffer *circularBuffer)
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{
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for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
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{
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if (circularBuffer->buffer[i].alive)
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{
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DrawCircleV(circularBuffer->buffer[i].position,
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circularBuffer->buffer[i].radius,
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circularBuffer->buffer[i].color);
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}
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}
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}
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