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_following_eyes.c
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examples/shapes/shapes_following_eyes.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - following eyes
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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 <math.h> // Required for: atan2f()
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
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Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
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Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
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float scleraRadius = 80;
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Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
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Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
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float irisRadius = 24;
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float angle;
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float dx, dy, dxx, dyy;
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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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irisLeftPosition = GetMousePosition();
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irisRightPosition = GetMousePosition();
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// Check not inside the left eye sclera
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if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
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{
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dx = irisLeftPosition.x - scleraLeftPosition.x;
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dy = irisLeftPosition.y - scleraLeftPosition.y;
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angle = atan2f(dy, dx);
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dxx = (scleraRadius - irisRadius)*cosf(angle);
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dyy = (scleraRadius - irisRadius)*sinf(angle);
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irisLeftPosition.x = scleraLeftPosition.x + dxx;
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irisLeftPosition.y = scleraLeftPosition.y + dyy;
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}
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// Check not inside the right eye sclera
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if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
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{
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dx = irisRightPosition.x - scleraRightPosition.x;
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dy = irisRightPosition.y - scleraRightPosition.y;
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angle = atan2f(dy, dx);
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dxx = (scleraRadius - irisRadius)*cosf(angle);
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dyy = (scleraRadius - irisRadius)*sinf(angle);
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irisRightPosition.x = scleraRightPosition.x + dxx;
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irisRightPosition.y = scleraRightPosition.y + dyy;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
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DrawCircleV(irisLeftPosition, irisRadius, BROWN);
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DrawCircleV(irisLeftPosition, 10, BLACK);
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DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
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DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
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DrawCircleV(irisRightPosition, 10, BLACK);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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