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	* Fix some warnings in examples. * cleanups from review Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
		
			
				
	
	
		
			120 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [textures] example - sprite explosion
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*
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*   This example has been created using raylib 2.5 (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) 2019 Anata and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_FRAMES_PER_LINE     5
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#define NUM_LINES               5
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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 [textures] example - sprite explosion");
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    InitAudioDevice();
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    // Load explosion sound
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    Sound fxBoom = LoadSound("resources/boom.wav");
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    // Load explosion texture
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    Texture2D explosion = LoadTexture("resources/explosion.png");
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    // Init variables for animation
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    int frameWidth = explosion.width/NUM_FRAMES_PER_LINE;   // Sprite one frame rectangle width
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    int frameHeight = explosion.height/NUM_LINES;           // Sprite one frame rectangle height
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    int currentFrame = 0;
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    int currentLine = 0;
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    Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
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    Vector2 position = { 0.0f, 0.0f };
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    bool active = false;
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    int framesCounter = 0;
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    SetTargetFPS(120);
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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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        // Check for mouse button pressed and activate explosion (if not active)
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        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
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        {
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            position = GetMousePosition();
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            active = true;
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            position.x -= frameWidth/2.0f;
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            position.y -= frameHeight/2.0f;
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            PlaySound(fxBoom);
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        }
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        // Compute explosion animation frames
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        if (active)
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        {
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            framesCounter++;
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            if (framesCounter > 2)
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            {
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                currentFrame++;
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                if (currentFrame >= NUM_FRAMES_PER_LINE)
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                {
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                    currentFrame = 0;
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                    currentLine++;
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                    if (currentLine >= NUM_LINES)
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                    {
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                        currentLine = 0;
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                        active = false;
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                    }
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                }
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                framesCounter = 0;
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            }
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        }
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        frameRec.x = (float)frameWidth*currentFrame;
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        frameRec.y = (float)frameHeight*currentLine;
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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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            // Draw explosion required frame rectangle
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            if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
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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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    UnloadTexture(explosion);   // Unload texture
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    UnloadSound(fxBoom);        // Unload sound
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    CloseAudioDevice();
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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |