Converting shapes_basic_shapes.c to python and adding it to examples (#104)

* Converting shapes_basic_shapes.c to python and adding it to examples

* Add shapes_bouncing_ball.py to examples in shapes

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Co-authored-by: pranavganesh <50474789+Pranv11Ganesh@users.noreply.github.com>
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pranavganesh 2023-07-07 21:36:11 +05:30 committed by GitHub
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import pyray
from raylib.colors import (
RAYWHITE,
DARKGRAY,
DARKBLUE,
SKYBLUE,
MAROON,
ORANGE,
RED,
VIOLET,
BEIGE,
BROWN,
BLACK,
GREEN,
GOLD
)
# Initialization
screenWidth = 800
screenHeight = 450
pyray.init_window(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing")
rotation = 0.0
pyray.set_target_fps(60)
# Main game loop
while not pyray.window_should_close():
# Update
rotation += 0.2
# Draw
pyray.begin_drawing()
pyray.clear_background(RAYWHITE)
pyray.draw_text("some basic shapes available on raylib", 20, 20, 20, DARKGRAY)
# Circle shapes and lines
pyray.draw_circle(screenWidth // 5, 120, 35, DARKBLUE)
pyray.draw_circle_gradient(screenWidth // 5, 220, 60, GREEN, SKYBLUE)
pyray.draw_circle_lines(screenWidth // 5, 340, 80, DARKBLUE)
# Rectangle shapes and lines
pyray.draw_rectangle(screenWidth // 4 * 2 - 60, 100, 120, 60, RED)
pyray.draw_rectangle_gradient_h(screenWidth // 4 * 2 - 90, 170, 180, 130, MAROON, GOLD)
pyray.draw_rectangle_lines(screenWidth // 4 * 2 - 40, 320, 80, 60, ORANGE)
# Triangle shapes and lines
pyray.draw_triangle(pyray.Vector2(screenWidth / 4.0 * 3.0, 80.0),
pyray.Vector2(screenWidth / 4.0 * 3.0 - 60.0, 150.0),
pyray.Vector2(screenWidth / 4.0 * 3.0 + 60.0, 150.0), VIOLET)
pyray.draw_triangle_lines(pyray.Vector2(screenWidth / 4.0 * 3.0, 160.0),
pyray.Vector2(screenWidth / 4.0 * 3.0 - 20.0, 230.0),
pyray.Vector2(screenWidth / 4.0 * 3.0 + 20.0, 230.0), DARKBLUE)
# Polygon shapes and lines
pyray.draw_poly(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 80, rotation, BROWN)
pyray.draw_poly_lines(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 90, rotation, BROWN)
pyray.draw_poly_lines_ex(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 85, rotation, 6, BEIGE)
# NOTE: We draw all LINES based shapes together to optimize internal drawing,
# this way, all LINES are rendered in a single draw pass
pyray.draw_line(18, 42, screenWidth - 18, 42, BLACK)
pyray.end_drawing()
# De-Initialization
pyray.close_window()

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import pyray
# Initialization
screenWidth = 800
screenHeight = 450
pyray.init_window(screenWidth, screenHeight, "pyray [shapes] example - bouncing ball")
ballPosition = pyray.Vector2(pyray.get_screen_width() / 2.0, pyray.get_screen_height() / 2.0)
ballSpeed = pyray.Vector2(5.0, 4.0)
ballRadius = 20
pause = False
framesCounter = 0
pyray.set_target_fps(60)
# Main game loop
while not pyray.window_should_close():
# Update
if pyray.is_key_pressed(pyray.KEY_SPACE):
pause = not pause
if not pause:
ballPosition.x += ballSpeed.x
ballPosition.y += ballSpeed.y
# Check walls collision for bouncing
if (ballPosition.x >= (pyray.get_screen_width() - ballRadius)) or (ballPosition.x <= ballRadius):
ballSpeed.x *= -1.0
if (ballPosition.y >= (pyray.get_screen_height() - ballRadius)) or (ballPosition.y <= ballRadius):
ballSpeed.y *= -1.0
else:
framesCounter += 1
# Draw
pyray.begin_drawing()
pyray.clear_background(pyray.RAYWHITE)
pyray.draw_circle_v(ballPosition, ballRadius, pyray.MAROON)
pyray.draw_text("PRESS SPACE to PAUSE BALL MOVEMENT", 10, pyray.get_screen_height() - 25, 20, pyray.LIGHTGRAY)
# On pause, we draw a blinking message
if pause and (framesCounter // 30) % 2:
pyray.draw_text("PAUSED", 350, 200, 30, pyray.GRAY)
pyray.draw_fps(10, 10)
pyray.end_drawing()
# De-Initialization
pyray.close_window()