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Review and recompile web examples
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135
docs/examples/src/textures/textures_particles_blending.c
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135
docs/examples/src/textures/textures_particles_blending.c
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/*******************************************************************************************
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*
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* raylib example - particles blending
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*
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* This example has been created using raylib 1.7 (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) 2017 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_PARTICLES 200
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// Particle structure with basic data
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typedef struct {
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Vector2 position;
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Color color;
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float alpha;
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float size;
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float rotation;
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bool active; // NOTE: Use it to activate/deactive particle
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} Particle;
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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 [textures] example - particles blending");
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// Particles pool, reuse them!
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Particle mouseTail[MAX_PARTICLES];
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// Initialize particles
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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mouseTail[i].position = (Vector2){ 0, 0 };
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mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
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mouseTail[i].alpha = 1.0f;
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mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
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mouseTail[i].rotation = GetRandomValue(0, 360);
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mouseTail[i].active = false;
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}
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float gravity = 3.0f;
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Texture2D smoke = LoadTexture("resources/smoke.png");
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int blending = BLEND_ALPHA;
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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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// Activate one particle every frame and Update active particles
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// NOTE: Particles initial position should be mouse position when activated
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// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
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// NOTE: When a particle disappears, active = false and it can be reused.
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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if (!mouseTail[i].active)
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{
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mouseTail[i].active = true;
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mouseTail[i].alpha = 1.0f;
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mouseTail[i].position = GetMousePosition();
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i = MAX_PARTICLES;
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}
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}
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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if (mouseTail[i].active)
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{
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mouseTail[i].position.y += gravity;
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mouseTail[i].alpha -= 0.01f;
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if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
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mouseTail[i].rotation += 5.0f;
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}
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}
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if (IsKeyPressed(KEY_SPACE))
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{
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if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
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else blending = BLEND_ALPHA;
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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(DARKGRAY);
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BeginBlendMode(blending);
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// Draw active particles
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height },
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(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
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(Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation,
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Fade(mouseTail[i].color, mouseTail[i].alpha));
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}
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EndBlendMode();
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DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
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if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
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else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
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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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UnloadTexture(smoke);
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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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@ -27,9 +27,9 @@ int main()
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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// Load RAW image data (512x512, 32bit RGBA, no file header)
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Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(sonicRaw); // Unload CPU (RAM) image data
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Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code (1024x1024 pixels)
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int width = 1024;
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@ -42,8 +42,8 @@ int main()
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{
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for (int x = 0; x < width; x++)
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{
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if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
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else pixels[y*height + x] = SKYBLUE;
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if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
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else pixels[y*height + x] = GOLD;
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}
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}
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@ -70,12 +70,14 @@ int main()
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ClearBackground(RAYWHITE);
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DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
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DrawTexture(sonic, 330, -20, WHITE);
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DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
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DrawTexture(fudesumi, 430, -30, WHITE);
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DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
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DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
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DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
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DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN);
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DrawText("GENERATED by CODE", 72, 164, 30, BROWN);
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DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN);
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -83,7 +85,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(sonic); // Texture unloading
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UnloadTexture(fudesumi); // Texture unloading
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UnloadTexture(checked); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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@ -11,6 +11,9 @@
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#include "raylib.h"
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#define MAX_FRAME_SPEED 15
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#define MIN_FRAME_SPEED 1
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int main()
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{
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// Initialization
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@ -21,11 +24,16 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
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Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
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Vector2 position = { 350.0f, 240.0f };
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Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
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Vector2 position = { 350.0f, 280.0f };
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Rectangle frameRec = { 0, 0, scarfy.width/6, scarfy.height };
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int currentFrame = 0;
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int framesCounter = 0;
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int framesSpeed = 8; // Number of spritesheet frames shown by second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -33,14 +41,23 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_RIGHT))
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framesCounter++;
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if (framesCounter >= (60/framesSpeed))
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{
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framesCounter = 0;
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currentFrame++;
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if (currentFrame > 6) currentFrame = 0;
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if (currentFrame > 5) currentFrame = 0;
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frameRec.x = currentFrame*guybrush.width/7;
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frameRec.x = currentFrame*scarfy.width/6;
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}
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if (IsKeyPressed(KEY_RIGHT)) framesSpeed++;
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else if (IsKeyPressed(KEY_LEFT)) framesSpeed--;
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if (framesSpeed > MAX_FRAME_SPEED) framesSpeed = MAX_FRAME_SPEED;
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else if (framesSpeed < MIN_FRAME_SPEED) framesSpeed = MIN_FRAME_SPEED;
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//----------------------------------------------------------------------------------
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// Draw
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@ -49,19 +66,23 @@ int main()
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ClearBackground(RAYWHITE);
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DrawTexture(guybrush, 35, 40, WHITE);
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DrawRectangleLines(35, 40, guybrush.width, guybrush.height, LIME);
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DrawTexture(scarfy, 15, 40, WHITE);
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DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
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DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
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DrawTextureRec(guybrush, frameRec, position, WHITE); // Draw part of the texture
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DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
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DrawText(FormatText("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
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DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY);
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DrawRectangleLines(35 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
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for (int i = 0; i < MAX_FRAME_SPEED; i++)
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{
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if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
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DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
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}
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DrawText("PRESS RIGHT KEY to", 540, 310, 10, GRAY);
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DrawText("CHANGE DRAWING RECTANGLE", 520, 330, 10, GRAY);
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DrawText("Guybrush Ulysses Threepwood,", 100, 300, 10, GRAY);
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DrawText("main character of the Monkey Island series", 80, 320, 10, GRAY);
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DrawText("of computer adventure games by LucasArts.", 80, 340, 10, GRAY);
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DrawTextureRec(scarfy, frameRec, position, WHITE); // Draw part of the texture
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DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -69,7 +90,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(guybrush); // Texture unloading
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UnloadTexture(scarfy); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -21,10 +21,10 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
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Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
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int frameWidth = guybrush.width/7;
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int frameHeight = guybrush.height;
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int frameWidth = scarfy.width/6;
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int frameHeight = scarfy.height;
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// NOTE: Source rectangle (part of the texture to use for drawing)
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Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
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@ -59,10 +59,12 @@ int main()
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// destRec defines the rectangle where our texture part will fit (scaling it to fit)
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// origin defines the point of the texture used as reference for rotation and scaling
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// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
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DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE);
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DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
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DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
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DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -70,7 +72,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(guybrush); // Texture unloading
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UnloadTexture(scarfy); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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