From 13007018067af605989952b23e60bf6a4b285a86 Mon Sep 17 00:00:00 2001 From: unkl nik Date: Sun, 5 Nov 2023 23:24:20 +0200 Subject: [PATCH] add more shapes examples --- examples/shapes/bouncing_ball/main.go | 63 ++++ examples/shapes/easings_ball_anim/easings.go | 319 +++++++++++++++++++ examples/shapes/easings_ball_anim/main.go | 85 +++++ examples/shapes/following_eyes/main.go | 84 +++++ 4 files changed, 551 insertions(+) create mode 100644 examples/shapes/bouncing_ball/main.go create mode 100644 examples/shapes/easings_ball_anim/easings.go create mode 100644 examples/shapes/easings_ball_anim/main.go create mode 100644 examples/shapes/following_eyes/main.go diff --git a/examples/shapes/bouncing_ball/main.go b/examples/shapes/bouncing_ball/main.go new file mode 100644 index 0000000..ed7ddc5 --- /dev/null +++ b/examples/shapes/bouncing_ball/main.go @@ -0,0 +1,63 @@ +package main + +import ( + rl "github.com/gen2brain/raylib-go/raylib" +) + +func main() { + screenWidth := int32(1280) + screenHeight := int32(720) + + rl.SetConfigFlags(rl.FlagMsaa4xHint) + + rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball") + + ballPos := rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2) + ballSpeed := rl.NewVector2(5, 4) + ballRadius := 20 + + pause := false + frames := 0 + + rl.SetTargetFPS(60) + + rl.SetMousePosition(0, 0) + + for !rl.WindowShouldClose() { + + if rl.IsKeyPressed(rl.KeySpace) { + pause = !pause + } + + if !pause { + ballPos.X += ballSpeed.X + ballPos.Y += ballSpeed.Y + if ballPos.X >= float32(screenWidth)-float32(ballRadius) || ballPos.X <= float32(ballRadius) { + ballSpeed.X *= -1 + } + if ballPos.Y >= float32(screenHeight)-float32(ballRadius) || ballPos.Y <= float32(ballRadius) { + ballSpeed.Y *= -1 + } + } else { + frames++ + } + + rl.BeginDrawing() + rl.ClearBackground(rl.RayWhite) + + rl.DrawText("SPACE key to pause", 10, 10, 20, rl.Black) + + rl.DrawCircleV(ballPos, float32(ballRadius), rl.Red) + + if pause && (frames/30)%2 == 0 { + rl.DrawText("PAUSED", 10, screenHeight-40, 30, rl.Black) + } + + rl.DrawFPS(screenWidth-100, 10) + + rl.EndDrawing() + + } + + rl.CloseWindow() +} diff --git a/examples/shapes/easings_ball_anim/easings.go b/examples/shapes/easings_ball_anim/easings.go new file mode 100644 index 0000000..bfdd528 --- /dev/null +++ b/examples/shapes/easings_ball_anim/easings.go @@ -0,0 +1,319 @@ +// Package easings - Useful easing functions for values animation +// +// A port of Robert Penner's easing equations (http://robertpenner.com/easing/) +package main + +import ( + "math" +) + +// Linear Easing functions + +// LinearNone easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func LinearNone(t, b, c, d float32) float32 { + return c*t/d + b +} + +// LinearIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func LinearIn(t, b, c, d float32) float32 { + return c*t/d + b +} + +// LinearOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func LinearOut(t, b, c, d float32) float32 { + return c*t/d + b +} + +// LinearInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func LinearInOut(t, b, c, d float32) float32 { + return c*t/d + b +} + +// Sine Easing functions + +// SineIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func SineIn(t, b, c, d float32) float32 { + return -c*float32(math.Cos(float64(t/d)*(math.Pi/2))) + c + b +} + +// SineOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func SineOut(t, b, c, d float32) float32 { + return c*float32(math.Sin(float64(t/d)*(math.Pi/2))) + b +} + +// SineInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func SineInOut(t, b, c, d float32) float32 { + return -c/2*(float32(math.Cos(math.Pi*float64(t/d)))-1) + b +} + +// Circular Easing functions + +// CircIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func CircIn(t, b, c, d float32) float32 { + t = t / d + return -c*(float32(math.Sqrt(float64(1-t*t)))-1) + b +} + +// CircOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func CircOut(t, b, c, d float32) float32 { + return c*float32(math.Sqrt(1-float64((t/d-1)*t))) + b +} + +// CircInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func CircInOut(t, b, c, d float32) float32 { + t = t / d * 2 + + if t < 1 { + return -c/2*(float32(math.Sqrt(float64(1-t*t)))-1) + b + } + + t = t - 2 + return c/2*(float32(math.Sqrt(1-float64(t*t)))+1) + b +} + +// Cubic Easing functions + +// CubicIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func CubicIn(t, b, c, d float32) float32 { + t = t / d + return c*t*t*t + b +} + +// CubicOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func CubicOut(t, b, c, d float32) float32 { + t = t/d - 1 + return c*(t*t*t+1) + b +} + +// CubicInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func CubicInOut(t, b, c, d float32) float32 { + t = t / d * 2 + if t < 1 { + return (c/2*t*t*t + b) + } + + t = t - 2 + return c/2*(t*t*t+2) + b +} + +// Quadratic Easing functions + +// QuadIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func QuadIn(t, b, c, d float32) float32 { + t = t / d + return c*t*t + b +} + +// QuadOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func QuadOut(t, b, c, d float32) float32 { + t = t / d + return (-c*t*(t-2) + b) +} + +// QuadInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func QuadInOut(t, b, c, d float32) float32 { + t = t / d * 2 + if t < 1 { + return ((c / 2) * (t * t)) + b + } + + return -c/2*((t-1)*(t-3)-1) + b +} + +// Exponential Easing functions + +// ExpoIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func ExpoIn(t, b, c, d float32) float32 { + if t == 0 { + return b + } + + return (c*float32(math.Pow(2, 10*float64(t/d-1))) + b) +} + +// ExpoOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func ExpoOut(t, b, c, d float32) float32 { + if t == d { + return (b + c) + } + + return c*(-float32(math.Pow(2, -10*float64(t/d)))+1) + b +} + +// ExpoInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func ExpoInOut(t, b, c, d float32) float32 { + if t == 0 { + return b + } + if t == d { + return (b + c) + } + + t = t / d * 2 + + if t < 1 { + return (c/2*float32(math.Pow(2, 10*float64(t-1))) + b) + } + + t = t - 1 + return (c/2*(-float32(math.Pow(2, -10*float64(t)))+2) + b) +} + +// Back Easing functions + +// BackIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func BackIn(t, b, c, d float32) float32 { + s := float32(1.70158) + t = t / d + return c*t*t*((s+1)*t-s) + b +} + +// BackOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func BackOut(t, b, c, d float32) float32 { + s := float32(1.70158) + t = t/d - 1 + return c*(t*t*((s+1)*t+s)+1) + b +} + +// BackInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func BackInOut(t, b, c, d float32) float32 { + s := float32(1.70158) + s = s * 1.525 + t = t / d * 2 + + if t < 1 { + return c/2*(t*t*((s+1)*t-s)) + b + } + + t = t - 2 + return c/2*(t*t*((s+1)*t+s)+2) + b +} + +// Bounce Easing functions + +// BounceIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func BounceIn(t, b, c, d float32) float32 { + return (c - BounceOut(d-t, 0, c, d) + b) +} + +// BounceOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func BounceOut(t, b, c, d float32) float32 { + t = t / d + if t < (1 / 2.75) { + return (c*(7.5625*t*t) + b) + } else if t < (2 / 2.75) { + t = t - (1.5 / 2.75) + return c*(7.5625*t*t+0.75) + b + } else if t < (2.5 / 2.75) { + t = t - (2.25 / 2.75) + return c*(7.5625*t*t+0.9375) + b + } + + t = t - (2.625 / 2.75) + return c*(7.5625*t*t+0.984375) + b +} + +// BounceInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func BounceInOut(t, b, c, d float32) float32 { + if t < d/2 { + return BounceIn(t*2, 0, c, d)*0.5 + b + } + + return BounceOut(t*2-d, 0, c, d)*0.5 + c*0.5 + b +} + +// Elastic Easing functions + +// ElasticIn easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func ElasticIn(t, b, c, d float32) float32 { + if t == 0 { + return b + } + + t = t / d + + if t == 1 { + return b + c + } + + p := d * 0.3 + a := c + s := p / 4 + postFix := a * float32(math.Pow(2, 10*float64(t-1))) + + return -(postFix * float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))) + b +} + +// ElasticOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func ElasticOut(t, b, c, d float32) float32 { + if t == 0 { + return b + } + + t = t / d + + if t == 1 { + return b + c + } + + p := d * 0.3 + a := c + s := p / 4 + + return a*float32(math.Pow(2, -10*float64(t)))*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p))) + c + b +} + +// ElasticInOut easing +// t: current time, b: begInnIng value, c: change In value, d: duration +func ElasticInOut(t, b, c, d float32) float32 { + if t == 0 { + return b + } + + t = t / d * 2 + + if t == 2 { + return b + c + } + + p := d * (0.3 * 1.5) + a := c + s := p / 4 + + if t < 1 { + t = t - 1 + postFix := a * float32(math.Pow(2, 10*float64(t))) + return -0.5*(postFix*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))) + b + } + + t = t - 1 + postFix := a * float32(math.Pow(2, -10*(float64(t)))) + return postFix*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))*0.5 + c + b +} diff --git a/examples/shapes/easings_ball_anim/main.go b/examples/shapes/easings_ball_anim/main.go new file mode 100644 index 0000000..b8c1ef0 --- /dev/null +++ b/examples/shapes/easings_ball_anim/main.go @@ -0,0 +1,85 @@ +package main + +import ( + rl "github.com/gen2brain/raylib-go/raylib" +) + +func main() { + screenWidth := int32(800) + screenHeight := int32(450) + + rl.SetConfigFlags(rl.FlagMsaa4xHint) + + rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim") + + ballPosX := -100 + ballRadius := 20 + ballAlpha := float32(0) + + state := 0 + frames := 0 + + rl.SetTargetFPS(60) + + for !rl.WindowShouldClose() { + + if state == 0 { + + frames++ + ballPosX = int(ElasticOut(float32(frames), -100, float32(screenWidth/2)+100, 100)) + + if frames >= 100 { + frames = 0 + state = 1 + } + + } else if state == 1 { + frames++ + ballRadius = int(ElasticIn(float32(frames), 20, 500, 150)) + + if frames >= 150 { + frames = 0 + state = 2 + } + } else if state == 2 { + frames++ + ballAlpha = CubicOut(float32(frames), 0, 1, 150) + + if frames >= 150 { + frames = 0 + state = 3 + } + } else if state == 3 { + if rl.IsKeyPressed(rl.KeyEnter) { + ballPosX = -100 + ballRadius = 20 + ballAlpha = 0 + state = 0 + } + + } + + if rl.IsKeyPressed(rl.KeyR) { + frames = 0 + } + + rl.BeginDrawing() + rl.ClearBackground(rl.RayWhite) + + if state >= 2 { + rl.DrawRectangle(0, 0, screenWidth, screenHeight, rl.Green) + } + + rl.DrawCircle(int32(ballPosX), 200, float32(ballRadius), rl.Fade(rl.Red, 1-ballAlpha)) + + if state == 3 { + textlen := rl.MeasureText("press ENTER to replay", 20) + rl.DrawText("press ENTER to replay", (screenWidth/2)-textlen/2, 200, 20, rl.Black) + } + + rl.EndDrawing() + + } + + rl.CloseWindow() +} diff --git a/examples/shapes/following_eyes/main.go b/examples/shapes/following_eyes/main.go new file mode 100644 index 0000000..437ce9c --- /dev/null +++ b/examples/shapes/following_eyes/main.go @@ -0,0 +1,84 @@ +package main + +import ( + "math" + + rl "github.com/gen2brain/raylib-go/raylib" +) + +func main() { + screenWidth := int32(1280) + screenHeight := int32(720) + + rl.SetConfigFlags(rl.FlagMsaa4xHint) + + rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes") + + scleraLpos := rl.NewVector2(float32(screenWidth/2)-100, float32(screenHeight/2)) + scleraRpos := rl.NewVector2(float32(screenWidth/2)+100, float32(screenHeight/2)) + scleraRad := 80 + + irisLpos := rl.NewVector2(float32(screenWidth/2)-100, float32(screenHeight/2)) + irisRpos := rl.NewVector2(float32(screenWidth/2)+100, float32(screenHeight/2)) + irisRad := 24 + + angle := float32(0) + dx, dy, dxx, dyy := float32(0), float32(0), float32(0), float32(0) + + rl.SetTargetFPS(60) + + rl.SetMousePosition(0, 0) + + for !rl.WindowShouldClose() { + + irisLpos = rl.GetMousePosition() + irisRpos = rl.GetMousePosition() + + if !rl.CheckCollisionPointCircle(irisLpos, scleraLpos, float32(scleraRad-20)) { + + dx = irisLpos.X - scleraLpos.X + dy = irisLpos.Y - scleraLpos.Y + + angle = float32(math.Atan2(float64(dy), float64(dx))) + + dxx = (float32(scleraRad-irisRad) * float32(math.Cos(float64(angle)))) + dyy = (float32(scleraRad-irisRad) * float32(math.Sin(float64(angle)))) + + irisLpos.X = scleraLpos.X + dxx + irisLpos.Y = scleraLpos.Y + dyy + + } + + if !rl.CheckCollisionPointCircle(irisRpos, scleraRpos, float32(scleraRad)-20) { + dx = irisRpos.X - scleraRpos.X + dy = irisRpos.Y - scleraRpos.Y + + angle = float32(math.Atan2(float64(dy), float64(dx))) + + dxx = (float32(scleraRad-irisRad) * float32(math.Cos(float64(angle)))) + dyy = (float32(scleraRad-irisRad) * float32(math.Sin(float64(angle)))) + + irisRpos.X = scleraRpos.X + dxx + irisRpos.Y = scleraRpos.Y + dyy + + } + + rl.BeginDrawing() + rl.ClearBackground(rl.RayWhite) + + rl.DrawCircleV(scleraLpos, float32(scleraRad), rl.LightGray) + rl.DrawCircleV(irisLpos, float32(irisRad), rl.Red) + rl.DrawCircleV(irisLpos, 10, rl.Black) + + rl.DrawCircleV(scleraRpos, float32(scleraRad), rl.LightGray) + rl.DrawCircleV(irisRpos, float32(irisRad), rl.Orange) + rl.DrawCircleV(irisRpos, 10, rl.Black) + + rl.DrawFPS(screenWidth-100, 10) + + rl.EndDrawing() + + } + + rl.CloseWindow() +}