Add Bunnymark example
This commit is contained in:
parent
2eb6111061
commit
bc794349c5
2 changed files with 80 additions and 0 deletions
80
examples/others/bunnymark/main.go
Normal file
80
examples/others/bunnymark/main.go
Normal file
|
@ -0,0 +1,80 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
type Bunny struct {
|
||||
Position raylib.Vector2
|
||||
Speed raylib.Vector2
|
||||
Color raylib.Color
|
||||
}
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(1280)
|
||||
screenHeight := int32(960)
|
||||
|
||||
raylib.InitWindow(screenWidth, screenHeight, "raylib [core] example - Bunnymark")
|
||||
|
||||
texture := raylib.LoadTexture("wabbit_alpha.png")
|
||||
|
||||
bunnies := make([]*Bunny, 0)
|
||||
bunniesCount := 0
|
||||
|
||||
raylib.SetTargetFPS(60)
|
||||
|
||||
for !raylib.WindowShouldClose() {
|
||||
|
||||
if raylib.IsMouseButtonDown(raylib.MouseLeftButton) {
|
||||
// Create more bunnies
|
||||
for i := 0; i < 100; i++ {
|
||||
b := &Bunny{}
|
||||
b.Position = raylib.GetMousePosition()
|
||||
b.Speed.X = float32(raylib.GetRandomValue(250, 500)) / 60.0
|
||||
b.Speed.Y = float32(raylib.GetRandomValue(250, 500)-500) / 60.0
|
||||
|
||||
bunnies = append(bunnies, b)
|
||||
bunniesCount++
|
||||
}
|
||||
}
|
||||
|
||||
// Update bunnies
|
||||
for _, b := range bunnies {
|
||||
b.Position.X += b.Speed.X
|
||||
b.Position.Y += b.Speed.Y
|
||||
|
||||
if (b.Position.X > float32(screenWidth)) || (b.Position.X < 0) {
|
||||
b.Speed.X *= -1
|
||||
}
|
||||
|
||||
if (b.Position.Y > float32(screenHeight)) || (b.Position.Y < 0) {
|
||||
b.Speed.Y *= -1
|
||||
}
|
||||
}
|
||||
|
||||
raylib.BeginDrawing()
|
||||
|
||||
raylib.ClearBackground(raylib.RayWhite)
|
||||
|
||||
for _, b := range bunnies {
|
||||
// NOTE: When internal QUADS batch limit is reached, a draw call is launched and
|
||||
// batching buffer starts being filled again; before launching the draw call,
|
||||
// updated vertex data from internal buffer is send to GPU... it seems it generates
|
||||
// a stall and consequently a frame drop, limiting number of bunnies drawn at 60 fps
|
||||
raylib.DrawTexture(texture, int32(b.Position.X), int32(b.Position.Y), raylib.RayWhite)
|
||||
}
|
||||
|
||||
raylib.DrawRectangle(0, 0, screenWidth, 40, raylib.LightGray)
|
||||
raylib.DrawText("raylib bunnymark", 10, 10, 20, raylib.DarkGray)
|
||||
raylib.DrawText(fmt.Sprintf("bunnies: %d", bunniesCount), 400, 10, 20, raylib.Red)
|
||||
|
||||
raylib.DrawFPS(260, 10)
|
||||
|
||||
raylib.EndDrawing()
|
||||
}
|
||||
|
||||
raylib.UnloadTexture(texture)
|
||||
raylib.CloseWindow()
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue