Add raylib lua examples
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examples/text_font_select.lua
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143
examples/text_font_select.lua
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-------------------------------------------------------------------------------------------
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--
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-- raylib [text] example - Font selector
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--
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-- This example has been created using raylib 1.6 (www.raylib.com)
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-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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--
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-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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--
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-------------------------------------------------------------------------------------------
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-- Initialization
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-------------------------------------------------------------------------------------------
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local screenWidth = 800
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local screenHeight = 450
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InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector")
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-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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local fonts = {} -- SpriteFont array
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fonts[1] = LoadSpriteFont("resources/fonts/alagard.rbmf") -- SpriteFont loading
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fonts[2] = LoadSpriteFont("resources/fonts/pixelplay.rbmf") -- SpriteFont loading
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fonts[3] = LoadSpriteFont("resources/fonts/mecha.rbmf") -- SpriteFont loading
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fonts[4] = LoadSpriteFont("resources/fonts/setback.rbmf") -- SpriteFont loading
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fonts[5] = LoadSpriteFont("resources/fonts/romulus.rbmf") -- SpriteFont loading
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fonts[6] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf") -- SpriteFont loading
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fonts[7] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf") -- SpriteFont loading
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fonts[8] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf") -- SpriteFont loading
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local currentFont = 1 -- Selected font
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local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED }
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local fontNames = { "[1] Alagard", "[2] PixelPlay", "[3] MECHA", "[4] Setback",
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"[5] Romulus", "[6] PixAntiqua", "[7] Alpha Beta", "[8] Jupiter Crash" }
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local text = "THIS is THE FONT you SELECTED!" -- Main text
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local textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1)
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local mousePoint
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local btnNextOutColor = DARKBLUE -- Button color (outside line)
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local btnNextInColor = SKYBLUE -- Button color (inside)
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local framesCounter = 0 -- Useful to count frames button is 'active' = clicked
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local positionY = 180 -- Text selector and button Y position
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local btnNextRec = Rectangle(673, positionY, 109, 44) -- Button rectangle (useful for collision)
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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-------------------------------------------------------------------------------------------
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-- Main game loop
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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---------------------------------------------------------------------------------------
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-- Keyboard-based font selection (easy)
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if (IsKeyPressed(KEY.RIGHT)) then
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if (currentFont < 8) then currentFont = currentFont + 1 end
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end
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if (IsKeyPressed(KEY.LEFT)) then
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if (currentFont > 1) then currentFont = currentFont - 1 end
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end
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if (IsKeyPressed(KEY.ZERO)) then currentFont = 0
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elseif (IsKeyPressed(KEY.ONE)) then currentFont = 1
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elseif (IsKeyPressed(KEY.TWO)) then currentFont = 2
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elseif (IsKeyPressed(KEY.THREE)) then currentFont = 3
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elseif (IsKeyPressed(KEY.FOUR)) then currentFont = 4
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elseif (IsKeyPressed(KEY.FIVE)) then currentFont = 5
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elseif (IsKeyPressed(KEY.SIX)) then currentFont = 6
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elseif (IsKeyPressed(KEY.SEVEN)) then currentFont = 7
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end
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-- Mouse-based font selection (NEXT button logic)
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mousePoint = GetMousePosition()
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if (CheckCollisionPointRec(mousePoint, btnNextRec)) then
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-- Mouse hover button logic
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if (framesCounter == 0) then
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btnNextOutColor = DARKPURPLE
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btnNextInColor = PURPLE
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end
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) then
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framesCounter = 20 -- Frames button is 'active'
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btnNextOutColor = MAROON
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btnNextInColor = RED
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end
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else
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-- Mouse not hover button
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btnNextOutColor = DARKBLUE
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btnNextInColor = SKYBLUE
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end
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if (framesCounter > 0) then framesCounter = framesCounter - 1 end
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if (framesCounter == 1) then -- We change font on frame 1
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currentFont = currentFont + 1
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if (currentFont > 7) then currentFont = 0 end
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end
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-- Text measurement for better positioning on screen
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textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1)
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---------------------------------------------------------------------------------------
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-- Draw
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---------------------------------------------------------------------------------------
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BeginDrawing()
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ClearBackground(RAYWHITE)
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DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY)
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DrawLine(120, 120, 680, 120, DARKGRAY)
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DrawRectangle(18, positionY, 644, 44, DARKGRAY)
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DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY)
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DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK)
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DrawText("< >", 610, positionY + 8, 30, BLACK)
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DrawRectangleRec(btnNextRec, btnNextOutColor)
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DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor)
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DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor)
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DrawTextEx(fonts[currentFont], text, Vector2(screenWidth/2 - textSize.x/2,
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260 + (70 - textSize.y)/2), fonts[currentFont].size*3,
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1, colors[currentFont])
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EndDrawing()
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---------------------------------------------------------------------------------------
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end
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-- De-Initialization
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-------------------------------------------------------------------------------------------
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for i = 1, 8 do UnloadSpriteFont(fonts[i]) end -- SpriteFont(s) unloading
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CloseWindow() -- Close window and OpenGL context
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-------------------------------------------------------------------------------------------
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