mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-03 17:24:25 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			109 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
 | 
						|
*
 | 
						|
*   raylib [shapes] example - following eyes
 | 
						|
*
 | 
						|
*   Example originally created with raylib 2.5, last time updated with raylib 2.5
 | 
						|
*
 | 
						|
*   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) 2013-2023 Ramon Santamaria (@raysan5)
 | 
						|
*
 | 
						|
********************************************************************************************/
 | 
						|
 | 
						|
#include "raylib.h"
 | 
						|
 | 
						|
#include <math.h>       // Required for: atan2f()
 | 
						|
 | 
						|
//------------------------------------------------------------------------------------
 | 
						|
// Program main entry point
 | 
						|
//------------------------------------------------------------------------------------
 | 
						|
int main(void)
 | 
						|
{
 | 
						|
    // Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    const int screenWidth = 800;
 | 
						|
    const int screenHeight = 450;
 | 
						|
 | 
						|
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
 | 
						|
 | 
						|
    Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
 | 
						|
    Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
 | 
						|
    float scleraRadius = 80;
 | 
						|
 | 
						|
    Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
 | 
						|
    Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
 | 
						|
    float irisRadius = 24;
 | 
						|
 | 
						|
    float angle = 0.0f;
 | 
						|
    float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
 | 
						|
 | 
						|
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
 | 
						|
    // Main game loop
 | 
						|
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
						|
    {
 | 
						|
        // Update
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
        irisLeftPosition = GetMousePosition();
 | 
						|
        irisRightPosition = GetMousePosition();
 | 
						|
 | 
						|
        // Check not inside the left eye sclera
 | 
						|
        if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
 | 
						|
        {
 | 
						|
            dx = irisLeftPosition.x - scleraLeftPosition.x;
 | 
						|
            dy = irisLeftPosition.y - scleraLeftPosition.y;
 | 
						|
 | 
						|
            angle = atan2f(dy, dx);
 | 
						|
 | 
						|
            dxx = (scleraRadius - irisRadius)*cosf(angle);
 | 
						|
            dyy = (scleraRadius - irisRadius)*sinf(angle);
 | 
						|
 | 
						|
            irisLeftPosition.x = scleraLeftPosition.x + dxx;
 | 
						|
            irisLeftPosition.y = scleraLeftPosition.y + dyy;
 | 
						|
        }
 | 
						|
 | 
						|
        // Check not inside the right eye sclera
 | 
						|
        if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
 | 
						|
        {
 | 
						|
            dx = irisRightPosition.x - scleraRightPosition.x;
 | 
						|
            dy = irisRightPosition.y - scleraRightPosition.y;
 | 
						|
 | 
						|
            angle = atan2f(dy, dx);
 | 
						|
 | 
						|
            dxx = (scleraRadius - irisRadius)*cosf(angle);
 | 
						|
            dyy = (scleraRadius - irisRadius)*sinf(angle);
 | 
						|
 | 
						|
            irisRightPosition.x = scleraRightPosition.x + dxx;
 | 
						|
            irisRightPosition.y = scleraRightPosition.y + dyy;
 | 
						|
        }
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
 | 
						|
        // Draw
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
        BeginDrawing();
 | 
						|
 | 
						|
            ClearBackground(RAYWHITE);
 | 
						|
 | 
						|
            DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
 | 
						|
            DrawCircleV(irisLeftPosition, irisRadius, BROWN);
 | 
						|
            DrawCircleV(irisLeftPosition, 10, BLACK);
 | 
						|
 | 
						|
            DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
 | 
						|
            DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
 | 
						|
            DrawCircleV(irisRightPosition, 10, BLACK);
 | 
						|
 | 
						|
            DrawFPS(10, 10);
 | 
						|
 | 
						|
        EndDrawing();
 | 
						|
        //----------------------------------------------------------------------------------
 | 
						|
    }
 | 
						|
 | 
						|
    // De-Initialization
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
    CloseWindow();        // Close window and OpenGL context
 | 
						|
    //--------------------------------------------------------------------------------------
 | 
						|
 | 
						|
    return 0;
 | 
						|
} |