Review and recompile web examples

This commit is contained in:
raysan5 2017-04-17 16:42:01 +02:00
parent 3e082f1d62
commit 881f134f4d
194 changed files with 272938 additions and 52659 deletions

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@ -0,0 +1,163 @@
/*******************************************************************************************
*
* raylib example - particles blending
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#define MAX_PARTICLES 200
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// Particle structure with basic data
typedef struct {
Vector2 position;
Color color;
float alpha;
float size;
float rotation;
bool active; // NOTE: Use it to activate/deactive particle
} Particle;
Particle mouseTail[MAX_PARTICLES];
float gravity = 3.0f;
Texture2D smoke;
int blending = BLEND_ALPHA;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
// Initialize particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
mouseTail[i].position = (Vector2){ 0, 0 };
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
mouseTail[i].alpha = 1.0f;
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
mouseTail[i].rotation = GetRandomValue(0, 360);
mouseTail[i].active = false;
}
smoke = LoadTexture("resources/smoke.png");
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(smoke); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// Activate one particle every frame and Update active particles
// NOTE: Particles initial position should be mouse position when activated
// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
// NOTE: When a particle disappears, active = false and it can be reused.
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!mouseTail[i].active)
{
mouseTail[i].active = true;
mouseTail[i].alpha = 1.0f;
mouseTail[i].position = GetMousePosition();
i = MAX_PARTICLES;
}
}
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active)
{
mouseTail[i].position.y += gravity;
mouseTail[i].alpha -= 0.01f;
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
mouseTail[i].rotation += 5.0f;
}
}
if (IsKeyPressed(KEY_SPACE))
{
if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
else blending = BLEND_ALPHA;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKGRAY);
BeginBlendMode(blending);
// Draw active particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height },
(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
(Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation,
Fade(mouseTail[i].color, mouseTail[i].alpha));
}
EndBlendMode();
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}

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@ -25,7 +25,7 @@
int screenWidth = 800;
int screenHeight = 450;
Texture2D sonic;
Texture2D fudesumi;
Texture2D checked;
//----------------------------------------------------------------------------------
@ -43,9 +43,9 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
// Load RAW image data (512x512, 32bit RGBA, no file header)
Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(sonicRaw); // Unload CPU (RAM) image data
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code (1024x1024 pixels)
int width = 1024;
@ -58,8 +58,8 @@ int main()
{
for (int x = 0; x < width; x++)
{
if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
else pixels[y*height + x] = SKYBLUE;
if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
else pixels[y*height + x] = GOLD;
}
}
@ -86,7 +86,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(sonic); // Texture unloading
UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checked); // Texture unloading
CloseWindow(); // Close window and OpenGL context
@ -111,12 +111,14 @@ void UpdateDrawFrame(void)
ClearBackground(RAYWHITE);
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
DrawTexture(sonic, 330, -20, WHITE);
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, WHITE);
DrawTexture(fudesumi, 430, -30, WHITE);
DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN);
DrawText("GENERATED by CODE", 72, 164, 30, BROWN);
DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN);
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -22,7 +22,7 @@ int screenWidth = 800;
int screenHeight = 450;
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D guybrush;
Texture2D scarfy;
int frameWidth;
int frameHeight;
@ -33,7 +33,6 @@ Vector2 origin;
int rotation = 0;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
@ -48,10 +47,10 @@ int main()
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
frameWidth = guybrush.width/7;
frameHeight = guybrush.height;
frameWidth = scarfy.width/6;
frameHeight = scarfy.height;
// NOTE: On PLATFORM_WEB, NPOT textures support is limited
@ -79,9 +78,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(guybrush); // Texture unloading
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
@ -108,10 +107,12 @@ void UpdateDrawFrame(void)
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
// origin defines the point of the texture used as reference for rotation and scaling
// rotation defines the texture rotation (using origin as rotation point)
DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE);
DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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