Add an example that generates a random sequence. (#3846)
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176
examples/core/core_random_sequence.c
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176
examples/core/core_random_sequence.c
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/*******************************************************************************************
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*
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* raylib [core] example - Generates a random sequence
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.0
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*
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* Example contributed by Dalton Overmyer (@REDl3east) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023 Dalton Overmyer (@REDl3east)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stdlib.h> // Required for: malloc() and free()
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typedef struct ColorRect{
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Color c;
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Rectangle r;
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} ColorRect;
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static Color GenerateRandomColor();
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static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight);
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static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount);
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static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void) {
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence");
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int rectCount = 20;
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float rectSize = (float)screenWidth/rectCount;
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ColorRect* rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if(IsKeyPressed(KEY_SPACE))
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{
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ShuffleColorRectSequence(rectangles, rectCount);
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}
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if(IsKeyPressed(KEY_UP))
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{
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rectCount++;
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rectSize = (float)screenWidth/rectCount;
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free(rectangles);
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rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight);
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}
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if(IsKeyPressed(KEY_DOWN))
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{
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if(rectCount >= 4){
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rectCount--;
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rectSize = (float)screenWidth/rectCount;
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free(rectangles);
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rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight);
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}
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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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int fontSize = 20;
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for(int x=0;x<rectCount;x++)
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{
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DrawRectangleRec(rectangles[x].r, rectangles[x].c);
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DrawTextCenterKeyHelp("SPACE", "to shuffle the sequence.", 10, screenHeight - 96, fontSize, BLACK);
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DrawTextCenterKeyHelp("UP", "to add a rectangle and generate a new sequence.", 10, screenHeight - 64, fontSize, BLACK);
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DrawTextCenterKeyHelp("DOWN", "to remove a rectangle and generate a new sequence.", 10, screenHeight - 32, fontSize, BLACK);
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}
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const char* rectCountText = TextFormat("%d rectangles", rectCount);
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int rectCountTextSize = MeasureText(rectCountText, fontSize);
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DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(rectangles);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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static Color GenerateRandomColor()
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{
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return CLITERAL(Color){
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GetRandomValue(0, 255),
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GetRandomValue(0, 255),
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GetRandomValue(0, 255),
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255,
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};
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}
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static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight){
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int *seq = LoadRandomSequence(rectCount, 0, rectCount-1);
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ColorRect* rectangles = (ColorRect *)malloc(rectCount*sizeof(ColorRect));
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float rectSeqWidth = rectCount * rectWidth;
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int startX = (screenWidth - rectSeqWidth) * 0.5f;
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for(int x=0;x<rectCount;x++){
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int rectHeight = Remap(seq[x], 0, rectCount-1, 0, screenHeight);
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rectangles[x].c = GenerateRandomColor();
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rectangles[x].r = CLITERAL(Rectangle){
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startX + x * rectWidth, screenHeight - rectHeight, rectWidth, rectHeight
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};
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}
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UnloadRandomSequence(seq);
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return rectangles;
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}
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static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount)
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{
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int *seq = LoadRandomSequence(rectCount, 0, rectCount-1);
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for(int i1=0;i1<rectCount;i1++){
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ColorRect* r1 = &rectangles[i1];
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ColorRect* r2 = &rectangles[seq[i1]];
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// swap only the color and height
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ColorRect tmp = *r1;
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r1->c = r2->c;
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r1->r.height = r2->r.height;
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r1->r.y = r2->r.y;
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r2->c = tmp.c;
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r2->r.height = tmp.r.height;
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r2->r.y = tmp.r.y;
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}
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UnloadRandomSequence(seq);
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}
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static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color)
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{
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int spaceSize = MeasureText(" ", fontSize);
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int pressSize = MeasureText("Press", fontSize);
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int keySize = MeasureText(key, fontSize);
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int textSize = MeasureText(text, fontSize);
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int totalSize = pressSize + 2 * spaceSize + keySize + 2 * spaceSize + textSize;
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int textSizeCurrent = 0;
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DrawText("Press", posX, posY, fontSize, color);
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textSizeCurrent += pressSize + 2 * spaceSize;
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DrawText(key, posX + textSizeCurrent, posY, fontSize, RED);
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DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED);
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textSizeCurrent += keySize + 2 * spaceSize;
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DrawText(text, posX + textSizeCurrent, posY, fontSize, color);
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}
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