Batch of 9 new shapes examples!
Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included: - shapes_bouncing_ball - shapes_collision_area - shapes_following_eyes - shapes_draw_circle_sector (requires raygui.h) - shapes_draw_rectangle_rounded (requires raygui.h) - shapes_draw_ring (requires raygui.h) - shapes_easings_ball_anim (requires easings.h) - shapes_easings_box_anim (requires easings.h) - shapes_easings_rectangle_array (requires easings.h)
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examples/shapes/shapes_collision_area.c
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examples/shapes/shapes_collision_area.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - collision area
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for abs()
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int main()
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{
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// Initialization
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//---------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
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// Box A: Moving box
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Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
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int boxASpeedX = 4;
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// Box B: Mouse moved box
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Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
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Rectangle boxCollision = { 0 }; // Collision rectangle
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int screenUpperLimit = 40; // Top menu limits
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bool pause = false; // Movement pause
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bool collision = false; // Collision detection
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SetTargetFPS(60);
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//----------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//-----------------------------------------------------
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// Move box if not paused
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if (!pause) boxA.x += boxASpeedX;
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// Bounce box on x screen limits
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if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
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// Update player-controlled-box (box02)
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boxB.x = GetMouseX() - boxB.width/2;
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boxB.y = GetMouseY() - boxB.height/2;
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// Make sure Box B does not go out of move area limits
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if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
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else if (boxB.x <= 0) boxB.x = 0;
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if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
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else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
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// Check boxes collision
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collision = CheckCollisionRecs(boxA, boxB);
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// Get collision rectangle (only on collision)
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if (collision) boxCollision = GetCollisionRec(boxA, boxB);
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// Pause Box A movement
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if (IsKeyPressed(KEY_SPACE)) pause = !pause;
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//-----------------------------------------------------
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// Draw
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//-----------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
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DrawRectangleRec(boxA, GOLD);
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DrawRectangleRec(boxB, BLUE);
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if (collision)
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{
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// Draw collision area
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DrawRectangleRec(boxCollision, LIME);
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// Draw collision message
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DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
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// Draw collision area
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DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
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}
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DrawFPS(10, 10);
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EndDrawing();
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//-----------------------------------------------------
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}
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// De-Initialization
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//---------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//----------------------------------------------------------
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return 0;
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}
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