Examples renaming and test examples merge

Examples have been renamed for coherence with raylib modules and test
examples have been merged into examples folder.
This commit is contained in:
raysan5 2014-09-21 14:26:42 +02:00
parent 3a0d164a76
commit 5ecb6801fa
84 changed files with 505 additions and 5229 deletions

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@ -1,10 +1,10 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Music playing (streaming) * raylib [audio] example - Music playing (streaming)
* *
* NOTE: This test requires OpenAL32 dll installed (or in the same folder) * NOTE: This example requires OpenAL Soft library installed
* *
* This test has been created using raylib 1.1 (www.raylib.com) * This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -20,18 +20,17 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - music playing (streaming)"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device InitAudioDevice(); // Initialize audio device
PlayMusicStream("resources/audio/deserve_to_be_loved.ogg"); // Load Music file PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
int framesCounter = 0; int framesCounter = 0;
float volume = 1.0; float volume = 1.0;
float timePlayed = 0; float timePlayed = 0;
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -41,17 +40,19 @@ int main()
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
framesCounter++; framesCounter++;
// Testing music fading // Testing music fading from one file to another
/* /*
if (framesCounter > 600) if (framesCounter > 600) // Wait for 10 seconds (600 frames)
{ {
volume -= 0.01; volume -= 0.01; // Decrement music volume level
// When music volume level equal or lower than 0,
// restore volume level and init another music file
if (volume <= 0) if (volume <= 0)
{ {
volume = 1.0; volume = 1.0;
framesCounter = -600; framesCounter = 0;
PlayMusicStream("resources/audio/destiny.ogg"); PlayMusicStream("resources/audio/another_file.ogg");
} }
SetMusicVolume(volume); SetMusicVolume(volume);

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@ -1,13 +1,13 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 08 - Audio loading and playing * raylib [audio] example - Sound loading and playing
* *
* NOTE: This example requires OpenAL32 dll installed (or in the same folder) * NOTE: This example requires OpenAL Soft library installed
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -20,11 +20,12 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example 08 - audio loading and playing"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device InitAudioDevice(); // Initialize audio device
Sound fx = LoadSound("resources/audio/weird.wav"); // Load WAV audio file Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -32,7 +33,9 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fx); // Play the sound! if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -41,7 +44,9 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the SOUND!", 240, 200, 20, LIGHTGRAY); DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -49,7 +54,8 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadSound(fx); // Unload sound data UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device CloseAudioDevice(); // Close audio device

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@ -1,11 +1,11 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 07a - Initialize 3d mode * raylib [core] example - Initialize 3d mode
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,11 +18,14 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector3 position = { 0.0, 0.0, 0.0 }; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib example 07a - 3d mode"); Vector3 cubePosition = { 0.0, 0.0, 0.0 };
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -41,7 +44,8 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawCube(position, 2, 2, 2, RED); DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawGrid(10.0, 1.0); DrawGrid(10.0, 1.0);

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 01 - Basic Window * raylib [core] example - Basic window
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,7 +18,7 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example 01a - basic window"); InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 06a - Color selection by mouse (collision detection) * raylib [core] example - Color selection by mouse (collision detection)
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,28 +18,28 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 400; int screenHeight = 400;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN, Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW, GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE }; GREEN, SKYBLUE, PURPLE, BEIGE };
Rectangle recs[21]; // Rectangles array Rectangle colorsRecs[21]; // Rectangles array
// Fills recs data (for every rectangle) // Fills colorsRecs data (for every rectangle)
for (int i = 0; i < 21; i++) for (int i = 0; i < 21; i++)
{ {
recs[i].x = 20 + 100*(i%7) + 10*(i%7); colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
recs[i].y = 40 + 100*(i/7) + 10*(i/7); colorsRecs[i].y = 40 + 100*(i/7) + 10*(i/7);
recs[i].width = 100; colorsRecs[i].width = 100;
recs[i].height = 100; colorsRecs[i].height = 100;
} }
bool selected[21] = { false }; // Selected rectangles indicator bool selected[21] = { false }; // Selected rectangles indicator
Vector2 mousePoint; Vector2 mousePoint;
InitWindow(screenWidth, screenHeight, "raylib example 06a - color selection"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -51,7 +51,7 @@ int main()
for (int i = 0; i < 21; i++) // Iterate along all the rectangles for (int i = 0; i < 21; i++) // Iterate along all the rectangles
{ {
if (CheckCollisionPointRec(mousePoint, recs[i])) if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
{ {
colors[i].a = 120; colors[i].a = 120;
@ -69,15 +69,15 @@ int main()
for (int i = 0; i < 21; i++) // Draw all rectangles for (int i = 0; i < 21; i++) // Draw all rectangles
{ {
DrawRectangleRec(recs[i], colors[i]); DrawRectangleRec(colorsRecs[i], colors[i]);
// Draw four rectangles around selected rectangle // Draw four rectangles around selected rectangle
if (selected[i]) if (selected[i])
{ {
DrawRectangle(recs[i].x, recs[i].y, 100, 10, RAYWHITE); // Square top rectangle DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
DrawRectangle(recs[i].x, recs[i].y, 10, 100, RAYWHITE); // Square left rectangle DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
DrawRectangle(recs[i].x + 90, recs[i].y, 10, 100, RAYWHITE); // Square right rectangle DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
DrawRectangle(recs[i].x, recs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
} }
} }

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 03c - Gamepad input * raylib [core] example - Gamepad input
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,10 +21,10 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector2 ballPosition = { screenWidth/2, screenHeight/2 }; InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Vector2 gamepadMove = { 0, 0 };
InitWindow(screenWidth, screenHeight, "raylib example 01 - gamepad input"); Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
Vector2 gamepadMovement = { 0, 0 };
SetTargetFPS(60); // Set target frames-per-second SetTargetFPS(60); // Set target frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -33,10 +36,10 @@ int main()
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsGamepadAvailable(GAMEPAD_PLAYER1)) if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{ {
gamepadMove = GetGamepadMovement(GAMEPAD_PLAYER1); gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
ballPosition.x += gamepadMove.x; ballPosition.x += gamepadMovement.x;
ballPosition.y -= gamepadMove.y; ballPosition.y -= gamepadMovement.y;
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A)) if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
{ {

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 03a - Keyboard input * raylib [core] example - Keyboard input
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,9 +18,9 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector2 ballPosition = { screenWidth/2, screenHeight/2 }; InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
InitWindow(screenWidth, screenHeight, "raylib example 05 - keyboard input"); Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second SetTargetFPS(60); // Set target frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 03b - Mouse input * raylib [core] example - Mouse input
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,10 +18,10 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector2 ballPosition = { -100.0, -100.0 }; InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
int mouseX, mouseY;
InitWindow(screenWidth, screenHeight, "raylib example 06 - mouse input"); int mouseX, mouseY;
Vector2 ballPosition = { -100.0, -100.0 };
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------
// Main game loop // Main game loop

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@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Texture loading with mipmaps, mipmaps generation * raylib [core] examples - Mouse wheel
* *
* This test has been created using raylib 1.1 (www.raylib.com) * This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -18,14 +18,12 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - texture mipmaps"); InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
Image image = LoadImage("resources/raylib_logo.png"); int boxPositionY = screenHeight/2 - 40;
Texture2D texture = CreateTexture(image, true); int scrollSpeed = 4; // Scrolling speed in pixels
// NOTE: With OpenGL 3.3 mipmaps generation works great (automatic generation)
// NOTE: With OpenGL 1.1 mipmaps generation works great too! (manual generation)
SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -33,7 +31,7 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// TODO: Update your variables here boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -42,7 +40,10 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawTexture(texture, 0, 0, WHITE); DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -50,8 +51,6 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Testing GetRandomValue() * raylib [core] example - Generate random values
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,13 +18,13 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
int framesCounter = 0; InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
InitWindow(screenWidth, screenHeight, "raylib test - Random numbers"); int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8,5); int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -34,7 +34,8 @@ int main()
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
framesCounter++; framesCounter++;
if ((framesCounter/60)%2) // Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{ {
randValue = GetRandomValue(-8,5); randValue = GetRandomValue(-8,5);
framesCounter = 0; framesCounter = 0;
@ -47,7 +48,9 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText(FormatText("%i", randValue), 120, 120, 60, LIGHTGRAY); DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -72,24 +72,36 @@ endif
# define all object files required # define all object files required
EXAMPLES = \ EXAMPLES = \
ex01_basic_window \ core_basic_window \
ex02a_logo_raylib \ core_input_keys \
ex02b_basic_shapes \ core_input_mouse \
ex02c_color_palette \ core_mouse_wheel \
ex03a_input_keys \ core_random_values \
ex03b_input_mouse \ core_color_select \
ex04a_textures \ core_3d_mode \
ex04b_texture_rectangle \ shapes_logo_raylib \
ex05a_sprite_fonts \ shapes_basic_shapes \
ex05b_rbmf_fonts \ shapes_color_palette \
ex06a_color_select \ shapes_logo_raylib_anim \
ex06b_logo_anim \ textures_logo_raylib \
ex06c_font_select \ textures_image_loading \
ex07a_3d_mode \ textures_rectangle \
ex07b_3d_shapes \ textures_compressed_dds \
ex07c_3d_models \ textures_mipmaps \
ex08_audio textures_srcrec_dstrec \
#ex03c_input_gamepad \ text_sprite_fonts \
text_rbmf_fonts \
text_format_text \
text_font_select \
models_geometric_shapes \
models_planes \
models_billboard \
models_obj_loading \
models_heightmap \
models_cubesmap \
audio_sound_loading \
audio_music_stream \
#core_input_gamepad \
# typing 'make' will invoke the first target entry in the file, # typing 'make' will invoke the first target entry in the file,
@ -99,82 +111,126 @@ default: examples
# compile all examples # compile all examples
examples: $(EXAMPLES) examples: $(EXAMPLES)
# compile example 01 - basic window # compile [core] example - basic window
ex01_basic_window: ex01_basic_window.c core_basic_window: core_basic_window.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [core] example - keyboard input
ex02a_logo_raylib: ex02a_logo_raylib.c core_input_keys: core_input_keys.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [core] example - mouse input
ex02b_basic_shapes: ex02b_basic_shapes.c core_input_mouse: core_input_mouse.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window
ex02c_color_palette: ex02c_color_palette.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window
ex03a_input_keys: ex03a_input_keys.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window
ex03b_input_mouse: ex03b_input_mouse.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# compile example 01 - basic window # compile [core] example - gamepad input
ex03c_input_gamepad: ex03c_input_gamepad.c core_input_gamepad: core_input_gamepad.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
endif endif
# compile example 01 - basic window # compile [core] example - mouse wheel
ex04a_textures: ex04a_textures.c core_mouse_wheel: core_mouse_wheel.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [core] example - generate random values
ex04b_texture_rectangle: ex04b_texture_rectangle.c core_random_values: core_random_values.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [core] example - color selection (collision detection)
ex05a_sprite_fonts: ex05a_sprite_fonts.c core_color_select: core_color_select.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [core] example - 3d mode
ex05b_rbmf_fonts: ex05b_rbmf_fonts.c core_3d_mode: core_3d_mode.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [shapes] example - raylib logo (with basic shapes)
ex06a_color_select: ex06a_color_select.c shapes_logo_raylib: shapes_logo_raylib.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [shapes] example - basic shapes usage (rectangle, circle, ...)
ex06b_logo_anim: ex06b_logo_anim.c shapes_basic_shapes: shapes_basic_shapes.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [shapes] example - raylib color palette
ex06b_shape_select: ex06b_shape_select.c shapes_color_palette: shapes_color_palette.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [shapes] example - raylib logo animation
ex06c_font_select: ex06c_font_select.c shapes_logo_raylib_anim: shapes_logo_raylib_anim.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [textures] example - raylib logo texture loading
ex07a_3d_mode: ex07a_3d_mode.c textures_logo_raylib: textures_logo_raylib.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [textures] example - image loading and conversion to texture
ex07b_3d_shapes: ex07b_3d_shapes.c textures_image_loading: textures_image_loading.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [textures] example - texture rectangle drawing
ex07c_3d_models: ex07c_3d_models.c textures_rectangle: textures_rectangle.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile example 01 - basic window # compile [textures] example - compressed texture loading (DDS)
ex08_audio: ex08_audio.c textures_compressed_dds: textures_compressed_dds.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture mipmaps generation
textures_mipmaps: textures_mipmaps.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture source and destination rectangles
textures_srcrec_dstrec: textures_srcrec_dstrec.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - sprite fonts loading
text_sprite_fonts: text_sprite_fonts.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - raylib bitmap fonts (rBMF)
text_rbmf_fonts: text_rbmf_fonts.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - text formatting
text_format_text: text_format_text.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - font selection program
text_font_select: text_font_select.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - basic geometric 3d shapes
models_geometric_shapes: models_geometric_shapes.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - basic window
models_planes: models_planes.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - billboard usage
models_billboard: models_billboard.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - OBJ model loading
models_obj_loading: models_obj_loading.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - heightmap loading
models_heightmap: models_heightmap.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - cubesmap loading
models_cubesmap: models_cubesmap.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - sound loading and playing (WAV and OGG)
audio_sound_loading: audio_sound_loading.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - music stream playing (OGG)
audio_music_stream: audio_music_stream.c
$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# clean everything # clean everything

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@ -1,8 +1,8 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Testing DrawBillboard() and DrawBillboardRec() * raylib [models] example - Drawing billboards
* *
* This test has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -18,19 +18,16 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector3 position = { 0.0, 0.0, 0.0 }; InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib test - Billboards"); Texture2D lena = LoadTexture("resources/lena.png"); // Our texture for billboard
Rectangle eyesRec = { 225, 240, 155, 50 }; // Part of the texture to draw
Vector3 billPosition = { 0.0, 0.0, 0.0 }; // Position where draw billboard
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Texture2D texture = LoadTexture("resources/raylib_logo.png");
Texture2D lena = LoadTexture("resources/lena.png");
Rectangle eyesRec = { 225, 240, 155, 50 };
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -52,8 +49,8 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
//DrawBillboard(camera, texture, position, 2.0, WHITE); //DrawBillboard(camera, lena, billPosition, 1.0, WHITE);
DrawBillboardRec(camera, lena, eyesRec, position, 4.0, WHITE); DrawBillboardRec(camera, lena, eyesRec, billPosition, 4.0, WHITE);
DrawGrid(10.0, 1.0); // Draw a grid DrawGrid(10.0, 1.0); // Draw a grid
@ -67,7 +64,6 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadTexture(lena); // Unload texture UnloadTexture(lena); // Unload texture
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context

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@ -1,15 +1,15 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Testing Heightmap Loading and Drawing * raylib [models] example - Cubesmap loading and drawing
* *
* This test has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
#include "../raylib.h" #include "raylib.h"
int main() int main()
{ {
@ -18,19 +18,18 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector3 position = { 0.5, 0.0, 0.5 }; InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 7.0, 6.0, 7.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 7.0, 7.0, 7.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib test - Heightmap loading and drawing"); Image img = LoadImage("resources/cubesmap.png"); // Load cubesmap image (RAM)
Texture2D texture = CreateTexture(img, false); // Convert image to texture (VRAM)
Model map = LoadCubesmap(img); // Load cubesmap model
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -1, 0.0, -1 }; // Set model position
Image img = LoadImage("resources/cubesmap.png"); UnloadImage(img); // Unload cubesmap image from RAM, already uploaded to VRAM
Model map = LoadCubesmap(img);
Texture2D texture = CreateTexture(img, false);
UnloadImage(img);
SetModelTexture(&map, texture);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -55,13 +54,11 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
//DrawCube(position, 1.0f, 1.0f, 1.0f, RED); DrawModel(map, mapPosition, 1.0f, MAROON);
DrawModel(map, position, 1.0f, MAROON); DrawGrid(10.0, 1.0);
DrawGrid(10.0, 1.0); // Draw a grid DrawGizmo(mapPosition);
DrawGizmo(position);
End3dMode(); End3dMode();

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@ -1,11 +1,11 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 07b - Draw some basic 3d shapes (cube, sphere, cylinder...) * raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,11 +18,11 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib example 07b - 3d shapes");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -1,8 +1,8 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Load and draw a 3d model (OBJ) * raylib [models] example - Heightmap loading and drawing
* *
* This test has been created using raylib 1.1 (www.raylib.com) * This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -18,17 +18,18 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector3 position = { 0.0, 0.0, 0.0 }; InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 10.0, 12.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib test - 3d models in OpenGL 3.3+"); Image img = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = CreateTexture(img, false); // Convert image to texture (VRAM)
Model map = LoadHeightmap(img, 4); // Load heightmap model
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -4, 0.0, -4 }; // Set model position
Texture2D texture = LoadTexture("resources/catwhite.png"); UnloadImage(img); // Unload heightmap image from RAM, already uploaded to VRAM
Model cat = LoadModel("resources/cat.obj");
SetModelTexture(&cat, texture);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -38,10 +39,7 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyDown(KEY_LEFT)) position.x -= 0.2; // ...
if (IsKeyDown(KEY_RIGHT)) position.x += 0.2;
if (IsKeyDown(KEY_UP)) position.z -= 0.2;
if (IsKeyDown(KEY_DOWN)) position.z += 0.2;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -52,12 +50,11 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawModel(cat, position, 0.1f, BEIGE); // OK_GL11, OK_GL33 DrawModel(map, mapPosition, 0.5f, MAROON);
//DrawModelWires(cat, position, 0.1f, RED); // OK_GL11, OK_GL33
DrawGrid(10.0, 1.0); // Draw a grid DrawGrid(10.0, 1.0);
DrawGizmo(position); DrawGizmo(mapPosition);
End3dMode(); End3dMode();
@ -70,7 +67,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture UnloadTexture(texture); // Unload texture
UnloadModel(cat); // Unload model UnloadModel(map); // Unload model
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -1,11 +1,11 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 07c - Load and draw a 3d model (OBJ) * raylib [models] example - Load and draw a 3d model (OBJ)
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,18 +18,17 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector3 position = { 0.0, 0.0, 0.0 }; InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib example 07c - 3d models"); Texture2D texture = LoadTexture("resources/catsham.png"); // Load model texture
Model cat = LoadModel("resources/cat.obj"); // Load OBJ model
SetModelTexture(&cat, texture); // Bind texture to model
Vector3 catPosition = { 0.0, 0.0, 0.0 }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Texture2D texture = LoadTexture("resources/catsham.png");
Model cat = LoadModel("resources/cat.obj");
SetModelTexture(&cat, texture); // Link texture to model
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -37,10 +36,10 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyDown(KEY_LEFT)) position.x -= 0.2; if (IsKeyDown(KEY_LEFT)) catPosition.x -= 0.2;
if (IsKeyDown(KEY_RIGHT)) position.x += 0.2; if (IsKeyDown(KEY_RIGHT)) catPosition.x += 0.2;
if (IsKeyDown(KEY_UP)) position.z -= 0.2; if (IsKeyDown(KEY_UP)) catPosition.z -= 0.2;
if (IsKeyDown(KEY_DOWN)) position.z += 0.2; if (IsKeyDown(KEY_DOWN)) catPosition.z += 0.2;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -51,11 +50,11 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawModel(cat, position, 0.1f, WHITE); // Draw 3d model with texture DrawModel(cat, catPosition, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid DrawGrid(10.0, 1.0); // Draw a grid
DrawGizmo(position); DrawGizmo(catPosition); // Draw gizmo
End3dMode(); End3dMode();

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@ -1,8 +1,8 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Testing Heightmap Loading and Drawing * raylib [models] example - Draw 3d planes
* *
* This test has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -18,19 +18,10 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
Vector3 position = { 0.0, 0.0, 0.0 }; InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d planes");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 12.0, 10.0, 12.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib test - Heightmap loading and drawing");
Image img = LoadImage("resources/heightmap.png");
Model map = LoadHeightmap(img, 4);
Texture2D texture = CreateTexture(img, false);
UnloadImage(img);
SetModelTexture(&map, texture);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -40,7 +31,7 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// ... // TODO: Update your variables here
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -51,11 +42,10 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawModel(map, position, 0.5f, MAROON); DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 4, 4 }, (Vector3){ 0, 45, 0 }, RED);
//DrawPlaneEx((Vector3){ 0, 8, 0 }, (Vector2){ 2, 1 }, (Vector3){ 0, 0, 0 }, 4, 4, SKYBLUE);
DrawGrid(10.0, 1.0); // Draw a grid DrawGrid(10.0, 1.0);
DrawGizmo(position);
End3dMode(); End3dMode();
@ -67,9 +57,6 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(map); // Unload model
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 02b - Draw basic shapes 2d (rectangle, circle, line...) * raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,7 +18,7 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example 02b - basic shapes drawing"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 02c - Draw raylib custom color palette * raylib [shapes] example - Draw raylib custom color palette
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,7 +18,7 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example 02c - raylib color palette"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 02a - Draw raylib logo * raylib [shapes] example - Draw raylib logo using basic shapes
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,7 +18,7 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example 02a - raylib logo"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -37,7 +37,7 @@ int main()
DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK); DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE); DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
DrawText("raylib", 356, 273, 50, BLACK); DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK);
DrawText("this is NOT a texture!", 350, 370, 10, GRAY); DrawText("this is NOT a texture!", 350, 370, 10, GRAY);

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 06b - raylib Logo Animation * raylib [shapes] example - raylib logo animation
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,6 +18,8 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
int logoPositionX = screenWidth/2 - 128; int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128; int logoPositionY = screenHeight/2 - 128;
@ -30,13 +32,12 @@ int main()
int bottomSideRecWidth = 16; int bottomSideRecWidth = 16;
int rightSideRecHeight = 16; int rightSideRecHeight = 16;
char raylib[8] = " "; // raylib text array, max 8 letters char raylib[8] = " \0"; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine) int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0; // Useful for fading float alpha = 1.0; // Useful for fading
InitWindow(screenWidth, screenHeight, "raylib example 06b - raylib logo animation");
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -115,7 +116,10 @@ int main()
bottomSideRecWidth = 16; bottomSideRecWidth = 16;
rightSideRecHeight = 16; rightSideRecHeight = 16;
for (int i = 0; i < 8; i++) raylib[i] = ' '; for (int i = 0; i < 7; i++) raylib[i] = ' ';
raylib[7] = '\0'; // Last character is end-of-line
alpha = 1.0; alpha = 1.0;
state = 0; // Return to State 0 state = 0; // Return to State 0
@ -148,10 +152,15 @@ int main()
} }
else if (state == 3) else if (state == 3)
{ {
DrawRectangle(logoPositionX, logoPositionY, 256, 256, Fade(BLACK, alpha)); DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(raylib, 356, 273, 50, Fade(BLACK, alpha)); DrawText(raylib, screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
} }
else if (state == 4) else if (state == 4)
{ {

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 06c - Font selection... * raylib [text] example - Font selector
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,7 +18,7 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 150; int screenHeight = 150;
InitWindow(screenWidth, screenHeight, "raylib example 06c - font selection"); InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fonts[8]; // SpriteFont array SpriteFont fonts[8]; // SpriteFont array
@ -52,7 +52,7 @@ int main()
int framesCounter = 0; // Useful to count frames button is 'active' = clicked int framesCounter = 0; // Useful to count frames button is 'active' = clicked
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Testing FormatText() function * raylib [text] example - Text formatting
* *
* This test has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,12 +18,12 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting");
int score = 100020; int score = 100020;
int hiscore = 200450; int hiscore = 200450;
int lives = 5; int lives = 5;
InitWindow(screenWidth, screenHeight, "raylib test - FormatText()");
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -41,13 +41,13 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText(FormatText("Score: %08i", score), 80, 80, 20, RED); DrawText(FormatText("Score: %08i", score), 200, 80, 20, RED);
DrawText(FormatText("HiScore: %08i", hiscore), 80, 120, 20, GREEN); DrawText(FormatText("HiScore: %08i", hiscore), 200, 120, 20, GREEN);
DrawText(FormatText("Lives: %02i", lives), 80, 160, 40, BLUE); DrawText(FormatText("Lives: %02i", lives), 200, 160, 40, BLUE);
DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 80, 220, 20, BLACK); DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 05b - raylib bitmap font (rbmf) loading and using * raylib [text] example - raylib bitmap font (rbmf) loading and usage
*
* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
* To view details and credits for those fonts, check raylib license file
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,17 +21,17 @@ int main()
int screenWidth = 560; int screenWidth = 560;
int screenHeight = 800; int screenHeight = 800;
InitWindow(screenWidth, screenHeight, "raylib example 05b - rBMF fonts"); InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont font1 = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading SpriteFont font1 = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
SpriteFont font2 = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading SpriteFont font2 = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
SpriteFont font3 = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading SpriteFont font3 = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading
SpriteFont font4 = LoadSpriteFont("resources/fonts/setback.rbmf"); // SpriteFont loading SpriteFont font4 = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading
SpriteFont font5 = LoadSpriteFont("resources/fonts/romulus.rbmf"); // SpriteFont loading SpriteFont font5 = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading
SpriteFont font6 = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading SpriteFont font6 = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading
SpriteFont font7 = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading SpriteFont font7 = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
SpriteFont font8 = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading SpriteFont font8 = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 05a - SpriteFont loading and drawing some text with it * raylib [text] example - SpriteFont loading and usage
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,12 +18,12 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");
const char msg1[50] = "THIS IS A custom SPRITE FONT..."; const char msg1[50] = "THIS IS A custom SPRITE FONT...";
const char msg2[50] = "...and this is ANOTHER CUSTOM font..."; const char msg2[50] = "...and this is ANOTHER CUSTOM font...";
const char msg3[50] = "...and a THIRD one! GREAT! :D"; const char msg3[50] = "...and a THIRD one! GREAT! :D";
InitWindow(screenWidth, screenHeight, "raylib example 05a - sprite fonts");
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont font1 = LoadSpriteFont("resources/fonts/custom_mecha.png"); // SpriteFont loading SpriteFont font1 = LoadSpriteFont("resources/fonts/custom_mecha.png"); // SpriteFont loading
SpriteFont font2 = LoadSpriteFont("resources/fonts/custom_alagard.png"); // SpriteFont loading SpriteFont font2 = LoadSpriteFont("resources/fonts/custom_alagard.png"); // SpriteFont loading

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - DDS Texture loading and drawing (compressed and uncompressed) * raylib [textures] example - DDS Texture loading and drawing (compressed and uncompressed)
* *
* This test has been created using raylib 1.1 (www.raylib.com) * NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed texture,
* OpenGL 1.1 does not support compressed textures, only uncompressed version.
*
* This example has been created using raylib 1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -18,18 +21,13 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - DDS texture loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [textures] example - DDS texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
//Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading //Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading (compressed)
//Texture2D texture = LoadTexture("resources/raylib_logo_uncompressed.dds"); // Texture loading Texture2D texture = LoadTexture("resources/raylib_logo_uncompressed.dds"); // Texture loading (uncompressed)
Image image = LoadImage("resources/raylib_logo_uncompressed.dds"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Texture2D texture = CreateTexture(image, false);
// NOTE: With OpenGL 3.3 mipmaps generation works great
SetTargetFPS(60);
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -49,7 +47,7 @@ int main()
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE); DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY); DrawText("this may be a compressed texture!", 320, 370, 10, GRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -57,7 +55,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
//UnloadTexture(texture); // Texture unloading UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Testing LoadImage() and CreateTexture() * raylib [textures] example - Image loading and texture creation
* *
* This test has been created using raylib 1.0 (www.raylib.com) * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,13 +20,14 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - Image loading"); InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image img = LoadImage("resources/raylib_logo.png"); Image img = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
Texture2D texture = CreateTexture(img, false); Texture2D texture = CreateTexture(img, false); // Image converted to texture, GPU memory (VRAM)
UnloadImage(img);
UnloadImage(img); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -43,7 +46,7 @@ int main()
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE); DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY); DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 04a - Texture loading and drawing * raylib [textures] example - Texture loading and drawing
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,7 +18,7 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example 04a - texture loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading

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/*******************************************************************************************
*
* raylib [textures] example - Texture loading with mipmaps, mipmaps generation
*
* NOTE: On OpenGL 1.1, mipmaps are calculated 'manually', original image must be power-of-two
* On OpenGL 3.3 and ES2, mipmaps are generated automatically
*
* This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture mipmaps generation");
// NOTE: To generate mipmaps for an image, image must be loaded first and converted to texture
// with mipmaps option set to true on CreateTexture()
Image image = LoadImage("resources/raylib_logo.png"); // Load image to CPU memory (RAM)
Texture2D texture = CreateTexture(image, true); // Create texture and generate mipmaps
UnloadImage(image); // Once texture has been created, we can unload image data from RAM
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2,
screenHeight/2 - texture.height/2 - 30, WHITE);
DrawText("this IS a texture with mipmaps! really!", 210, 360, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib example 04b - Texture loading and drawing a part defined by a rectangle * raylib [textures] example - Texture loading and drawing a part defined by a rectangle
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -18,20 +18,16 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
const char textLine1[] = "Lena image is a standard test image which has been in use since 1973."; InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
const char textLine2[] = "It comprises 512x512 pixels, and was originally cropped from the centerfold";
const char textLine3[] = "of November 1972 issue of Playboy magazine. The image is probably the most";
const char textLine4[] = "widely used test image for all sorts of image processing algorithms.";
InitWindow(screenWidth, screenHeight, "raylib example 04b - texture rectangle"); const char textLine1[] = "Lena image is a standard test image which has been in use since 1973.";
const char textLine2[] = "It comprises 512x512 pixels, and it is probably the most widely used";
const char textLine3[] = "test image for all sorts of image processing algorithms.";
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D texture = LoadTexture("resources/lena.png"); // Texture loading Texture2D texture = LoadTexture("resources/lena.png"); // Texture loading
Color halfTrans = WHITE; Rectangle eyesRec = { 225, 240, 155, 50 }; // Part of the texture to draw
halfTrans.a = 30;
Rectangle eyesRec = { 225, 240, 155, 50 };
Vector2 position = { 369, 241 }; Vector2 position = { 369, 241 };
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -51,14 +47,13 @@ int main()
DrawText("LENA", 220, 100, 20, PINK); DrawText("LENA", 220, 100, 20, PINK);
DrawTexture(texture, screenWidth/2 - 256, 0, halfTrans); // Draw background image DrawTexture(texture, screenWidth/2 - 256, 0, Fade(WHITE, 0.1f)); // Draw background image
DrawTextureRec(texture, eyesRec, position, WHITE); // Draw eyes part of image DrawTextureRec(texture, eyesRec, position, WHITE); // Draw eyes part of image
DrawText(textLine1, 220, 140, 10, DARKGRAY); DrawText(textLine1, 220, 140, 10, DARKGRAY);
DrawText(textLine2, 220, 160, 10, DARKGRAY); DrawText(textLine2, 220, 160, 10, DARKGRAY);
DrawText(textLine3, 220, 180, 10, DARKGRAY); DrawText(textLine3, 220, 180, 10, DARKGRAY);
DrawText(textLine4, 220, 200, 10, DARKGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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/******************************************************************************************* /*******************************************************************************************
* *
* raylib test - Texture loading and drawing with pro parameters (rotation, origin, scale...) * raylib [textures] example - Texture source and destination rectangles
* *
* This test has been created using raylib 1.1 (www.raylib.com) * This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
@ -18,16 +18,19 @@ int main()
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - texture pro"); InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
Vector2 position = { 200, 100 }; // NOTE: Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 128, 128, 128, 128 }; Rectangle sourceRec = { 128, 128, 128, 128 };
Rectangle destRec = { 128, 128, 128, 128 };
Vector2 origin = { 64, 64 }; // NOTE: origin is relative to destRec size // NOTE: Destination rectangle (screen rectangle where drawing part of texture)
Rectangle destRec = { screenWidth/2, screenHeight/2, 256, 256 };
// NOTE: Origin of the texture in case of rotation, it's relative to destination rectangle size
Vector2 origin = { 128, 128 };
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -44,9 +47,8 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
//DrawTextureEx(texture, position, 45, 1, MAROON); // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
DrawTexturePro(texture, sourceRec, destRec, origin, 45, LIGHTGRAY);
DrawTexturePro(texture, sourceRec, destRec, origin, 45, GREEN);
DrawLine(destRec.x, 0, destRec.x, screenHeight, RED); DrawLine(destRec.x, 0, destRec.x, screenHeight, RED);
DrawLine(0, destRec.y, screenWidth, destRec.y, RED); DrawLine(0, destRec.y, screenWidth, destRec.y, RED);

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/*******************************************************************************************
*
* raylib test - Testing GetMouseWheelMove()
*
* This test has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - Mouse wheel");
int positionY = 0;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
positionY -= (GetMouseWheelMove()*scrollSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(200, positionY, 80, 80, MAROON);
DrawText(FormatText("%i", positionY), 10, 10, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib test - OGG audio loading and playing
*
* NOTE: This test requires OpenAL32 dll installed (or in the same folder)
*
* This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - ogg audio loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fx = LoadSound("resources/audio/0564.ogg"); // Load audio file
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fx); // Play the sound!
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the SOUND!", 240, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fx); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}