raylib-go/examples/others/bunnymark/main.go
2017-10-27 03:26:09 +02:00

80 lines
2 KiB
Go

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()
}