add more shapes examples
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4 changed files with 551 additions and 0 deletions
63
examples/shapes/bouncing_ball/main.go
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63
examples/shapes/bouncing_ball/main.go
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(1280)
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screenHeight := int32(720)
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball")
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ballPos := rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2)
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ballSpeed := rl.NewVector2(5, 4)
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ballRadius := 20
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pause := false
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frames := 0
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rl.SetTargetFPS(60)
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rl.SetMousePosition(0, 0)
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for !rl.WindowShouldClose() {
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if rl.IsKeyPressed(rl.KeySpace) {
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pause = !pause
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}
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if !pause {
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ballPos.X += ballSpeed.X
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ballPos.Y += ballSpeed.Y
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if ballPos.X >= float32(screenWidth)-float32(ballRadius) || ballPos.X <= float32(ballRadius) {
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ballSpeed.X *= -1
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}
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if ballPos.Y >= float32(screenHeight)-float32(ballRadius) || ballPos.Y <= float32(ballRadius) {
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ballSpeed.Y *= -1
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}
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} else {
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frames++
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.DrawText("SPACE key to pause", 10, 10, 20, rl.Black)
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rl.DrawCircleV(ballPos, float32(ballRadius), rl.Red)
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if pause && (frames/30)%2 == 0 {
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rl.DrawText("PAUSED", 10, screenHeight-40, 30, rl.Black)
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}
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rl.DrawFPS(screenWidth-100, 10)
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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319
examples/shapes/easings_ball_anim/easings.go
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319
examples/shapes/easings_ball_anim/easings.go
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// Package easings - Useful easing functions for values animation
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//
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// A port of Robert Penner's easing equations (http://robertpenner.com/easing/)
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package main
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import (
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"math"
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)
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// Linear Easing functions
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// LinearNone easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func LinearNone(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// LinearIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func LinearIn(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// LinearOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func LinearOut(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// LinearInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func LinearInOut(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// Sine Easing functions
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// SineIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func SineIn(t, b, c, d float32) float32 {
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return -c*float32(math.Cos(float64(t/d)*(math.Pi/2))) + c + b
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}
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// SineOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func SineOut(t, b, c, d float32) float32 {
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return c*float32(math.Sin(float64(t/d)*(math.Pi/2))) + b
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}
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// SineInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func SineInOut(t, b, c, d float32) float32 {
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return -c/2*(float32(math.Cos(math.Pi*float64(t/d)))-1) + b
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}
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// Circular Easing functions
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// CircIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func CircIn(t, b, c, d float32) float32 {
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t = t / d
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return -c*(float32(math.Sqrt(float64(1-t*t)))-1) + b
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}
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// CircOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func CircOut(t, b, c, d float32) float32 {
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return c*float32(math.Sqrt(1-float64((t/d-1)*t))) + b
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}
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// CircInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func CircInOut(t, b, c, d float32) float32 {
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t = t / d * 2
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if t < 1 {
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return -c/2*(float32(math.Sqrt(float64(1-t*t)))-1) + b
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}
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t = t - 2
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return c/2*(float32(math.Sqrt(1-float64(t*t)))+1) + b
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}
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// Cubic Easing functions
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// CubicIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func CubicIn(t, b, c, d float32) float32 {
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t = t / d
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return c*t*t*t + b
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}
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// CubicOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func CubicOut(t, b, c, d float32) float32 {
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t = t/d - 1
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return c*(t*t*t+1) + b
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}
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// CubicInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func CubicInOut(t, b, c, d float32) float32 {
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t = t / d * 2
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if t < 1 {
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return (c/2*t*t*t + b)
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}
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t = t - 2
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return c/2*(t*t*t+2) + b
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}
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// Quadratic Easing functions
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// QuadIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func QuadIn(t, b, c, d float32) float32 {
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t = t / d
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return c*t*t + b
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}
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// QuadOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func QuadOut(t, b, c, d float32) float32 {
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t = t / d
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return (-c*t*(t-2) + b)
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}
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// QuadInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func QuadInOut(t, b, c, d float32) float32 {
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t = t / d * 2
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if t < 1 {
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return ((c / 2) * (t * t)) + b
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}
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return -c/2*((t-1)*(t-3)-1) + b
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}
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// Exponential Easing functions
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// ExpoIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func ExpoIn(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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}
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return (c*float32(math.Pow(2, 10*float64(t/d-1))) + b)
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}
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// ExpoOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func ExpoOut(t, b, c, d float32) float32 {
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if t == d {
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return (b + c)
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}
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return c*(-float32(math.Pow(2, -10*float64(t/d)))+1) + b
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}
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// ExpoInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func ExpoInOut(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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}
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if t == d {
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return (b + c)
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}
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t = t / d * 2
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if t < 1 {
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return (c/2*float32(math.Pow(2, 10*float64(t-1))) + b)
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}
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t = t - 1
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return (c/2*(-float32(math.Pow(2, -10*float64(t)))+2) + b)
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}
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// Back Easing functions
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// BackIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func BackIn(t, b, c, d float32) float32 {
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s := float32(1.70158)
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t = t / d
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return c*t*t*((s+1)*t-s) + b
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}
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// BackOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func BackOut(t, b, c, d float32) float32 {
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s := float32(1.70158)
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t = t/d - 1
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return c*(t*t*((s+1)*t+s)+1) + b
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}
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// BackInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func BackInOut(t, b, c, d float32) float32 {
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s := float32(1.70158)
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s = s * 1.525
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t = t / d * 2
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if t < 1 {
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return c/2*(t*t*((s+1)*t-s)) + b
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}
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t = t - 2
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return c/2*(t*t*((s+1)*t+s)+2) + b
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}
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// Bounce Easing functions
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// BounceIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func BounceIn(t, b, c, d float32) float32 {
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return (c - BounceOut(d-t, 0, c, d) + b)
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}
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// BounceOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func BounceOut(t, b, c, d float32) float32 {
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t = t / d
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if t < (1 / 2.75) {
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return (c*(7.5625*t*t) + b)
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} else if t < (2 / 2.75) {
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t = t - (1.5 / 2.75)
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return c*(7.5625*t*t+0.75) + b
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} else if t < (2.5 / 2.75) {
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t = t - (2.25 / 2.75)
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return c*(7.5625*t*t+0.9375) + b
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}
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t = t - (2.625 / 2.75)
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return c*(7.5625*t*t+0.984375) + b
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}
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// BounceInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func BounceInOut(t, b, c, d float32) float32 {
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if t < d/2 {
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return BounceIn(t*2, 0, c, d)*0.5 + b
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}
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return BounceOut(t*2-d, 0, c, d)*0.5 + c*0.5 + b
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}
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// Elastic Easing functions
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// ElasticIn easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func ElasticIn(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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}
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t = t / d
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if t == 1 {
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return b + c
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}
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p := d * 0.3
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a := c
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s := p / 4
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postFix := a * float32(math.Pow(2, 10*float64(t-1)))
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return -(postFix * float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))) + b
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}
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// ElasticOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func ElasticOut(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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}
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t = t / d
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if t == 1 {
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return b + c
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}
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p := d * 0.3
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a := c
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s := p / 4
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return a*float32(math.Pow(2, -10*float64(t)))*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p))) + c + b
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}
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// ElasticInOut easing
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// t: current time, b: begInnIng value, c: change In value, d: duration
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func ElasticInOut(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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}
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t = t / d * 2
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if t == 2 {
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return b + c
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}
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p := d * (0.3 * 1.5)
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a := c
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s := p / 4
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if t < 1 {
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t = t - 1
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postFix := a * float32(math.Pow(2, 10*float64(t)))
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return -0.5*(postFix*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))) + b
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}
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t = t - 1
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postFix := a * float32(math.Pow(2, -10*(float64(t))))
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return postFix*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))*0.5 + c + b
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}
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85
examples/shapes/easings_ball_anim/main.go
Normal file
85
examples/shapes/easings_ball_anim/main.go
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim")
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ballPosX := -100
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ballRadius := 20
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ballAlpha := float32(0)
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state := 0
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frames := 0
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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if state == 0 {
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frames++
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ballPosX = int(ElasticOut(float32(frames), -100, float32(screenWidth/2)+100, 100))
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if frames >= 100 {
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frames = 0
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state = 1
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}
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} else if state == 1 {
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frames++
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ballRadius = int(ElasticIn(float32(frames), 20, 500, 150))
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if frames >= 150 {
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frames = 0
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state = 2
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}
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} else if state == 2 {
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frames++
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ballAlpha = CubicOut(float32(frames), 0, 1, 150)
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if frames >= 150 {
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frames = 0
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state = 3
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}
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} else if state == 3 {
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if rl.IsKeyPressed(rl.KeyEnter) {
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ballPosX = -100
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ballRadius = 20
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ballAlpha = 0
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state = 0
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}
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}
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if rl.IsKeyPressed(rl.KeyR) {
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frames = 0
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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if state >= 2 {
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rl.DrawRectangle(0, 0, screenWidth, screenHeight, rl.Green)
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}
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rl.DrawCircle(int32(ballPosX), 200, float32(ballRadius), rl.Fade(rl.Red, 1-ballAlpha))
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if state == 3 {
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textlen := rl.MeasureText("press ENTER to replay", 20)
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rl.DrawText("press ENTER to replay", (screenWidth/2)-textlen/2, 200, 20, rl.Black)
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}
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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84
examples/shapes/following_eyes/main.go
Normal file
84
examples/shapes/following_eyes/main.go
Normal file
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package main
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import (
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"math"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(1280)
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screenHeight := int32(720)
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes")
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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()
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue