5 Commits

Author SHA1 Message Date
Ray
ebce9fa97a Update rcore_memory.c 2025-11-29 20:01:44 +01:00
Ray
78661a4ee0 REXM: ADDED: shapes_ball_physics 2025-11-29 18:23:17 +01:00
Ray
18e1ec504f Updated example 2025-11-29 18:20:06 +01:00
9f567e6ee4 Example for creating balls with simple physics simulation (#5372)
* Example for creating balls with simple physics simulation

The goal of this example is to create several colored balls whose movement is simulated and which respond to the action of being grabbed and dragged using the mouse.

* renaming example

renaming example from physics_bouncing_balls to shapes_ball_physics
2025-11-29 18:11:15 +01:00
e273aaea1e [examples] text_inline_styling: make inline text and background colors respect base alpha (#5373)
* Added source alpha multiplier for text inline styling examples

* Added header description about base alpha multiplier
2025-11-29 18:10:15 +01:00
12 changed files with 846 additions and 8 deletions

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@ -560,6 +560,7 @@ CORE = \
core/core_world_screen
SHAPES = \
shapes/shapes_ball_physics \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \

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@ -548,6 +548,7 @@ CORE = \
core/core_world_screen
SHAPES = \
shapes/shapes_ball_physics \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \
@ -864,6 +865,9 @@ core/core_world_screen: core/core_world_screen.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile SHAPES examples
shapes/shapes_ball_physics: shapes/shapes_ball_physics.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)

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@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 200]
## EXAMPLES COLLECTION [TOTAL: 201]
### category: core [47]
@ -73,7 +73,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
### category: shapes [36]
### category: shapes [37]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@ -115,6 +115,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Kris](https://github.com/krispy-snacc) |
| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
### category: textures [28]

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@ -90,6 +90,7 @@ shapes;shapes_lines_drawing;★☆☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAv
shapes;shapes_math_angle_rotation;★☆☆☆;5.6-dev;5.6;2025;2025;"Kris";@krispy-snacc
shapes;shapes_rlgl_color_wheel;★★★☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5

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@ -0,0 +1,221 @@
/*******************************************************************************************
*
* raylib [shapes] example - ball physics
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
#include <math.h>
#define MAX_BALLS 5000 // Maximum quantity of balls
typedef struct Ball {
Vector2 pos; // Position
Vector2 vel; // Velocity
Vector2 ppos; // Previous position
float radius;
float friction;
float elasticity;
Color color;
bool grabbed;
} Ball;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
Ball balls[MAX_BALLS] = {{
.pos = { GetScreenWidth()/2, GetScreenHeight()/2 },
.vel = { 200, 200 },
.ppos = { 0 },
.radius = 40,
.friction = 0.99,
.elasticity = 0.9,
.color = BLUE,
.grabbed = false
}};
int ballCount = 1;
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
float gravity = 100; // World gravity
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float delta = GetFrameTime();
Vector2 mousePos = GetMousePosition();
// Checks if a ball was grabbed
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
for (int i = ballCount - 1; i >= 0; i--)
{
Ball *ball = &balls[i];
pressOffset.x = mousePos.x - ball->pos.x;
pressOffset.y = mousePos.y - ball->pos.y;
// If the distance between the ball position and the mouse press position
// is less or equal the ball radius, the event occured inside the ball
if (hypot(pressOffset.x, pressOffset.y) <= ball->radius)
{
ball->grabbed = true;
grabbedBall = ball;
break;
}
}
}
// Releases any ball the was grabbed
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
if (grabbedBall != NULL)
{
grabbedBall->grabbed = false;
grabbedBall = NULL;
}
}
// Creates a new ball
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) || (IsKeyDown(KEY_LEFT_CONTROL) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)))
{
if (ballCount < MAX_BALLS)
{
balls[ballCount++] = (Ball){
.pos = mousePos,
.vel = { GetRandomValue(-300, 300), GetRandomValue(-300, 300) },
.ppos = { 0 },
.radius = 20 + GetRandomValue(0, 30),
.friction = 0.99,
.elasticity = 0.9,
.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
.grabbed = false
};
}
}
// Shake balls
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
}
}
// Changes gravity
gravity += GetMouseWheelMove()*5;
// Updates each ball state
for (int i = 0; i < ballCount; i++)
{
Ball *ball = &balls[i];
// The ball is not grabbed
if (!ball->grabbed)
{
// Ball repositioning using the velocity
ball->pos.x += ball->vel.x * delta;
ball->pos.y += ball->vel.y * delta;
// Does the ball hit the screen right boundary?
if ((ball->pos.x + ball->radius) >= screenWidth)
{
ball->pos.x = screenWidth - ball->radius; // Ball repositioning
ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
}
// Does the ball hit the screen left boundary?
else if ((ball->pos.x - ball->radius) <= 0)
{
ball->pos.x = ball->radius;
ball->vel.x = -ball->vel.x*ball->elasticity;
}
// The same for y axis
if ((ball->pos.y + ball->radius) >= screenHeight)
{
ball->pos.y = screenHeight - ball->radius;
ball->vel.y = -ball->vel.y*ball->elasticity;
}
else if ((ball->pos.y - ball->radius) <= 0)
{
ball->pos.y = ball->radius;
ball->vel.y = -ball->vel.y*ball->elasticity;
}
// Friction makes the ball lose 1% of its velocity each frame
ball->vel.x = ball->vel.x*ball->friction;
// Gravity affects only the y axis
ball->vel.y = ball->vel.y*ball->friction + gravity;
}
else
{
// Ball repositioning using the mouse position
ball->pos.x = mousePos.x - pressOffset.x;
ball->pos.y = mousePos.y - pressOffset.y;
// While the ball is grabbed, recalculates its velocity
ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
ball->ppos = ball->pos;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < ballCount; i++)
{
DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
}
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, DARKGRAY);
DrawText("use mouse wheel to change gravity", 10, 50, 10, DARKGRAY);
DrawText("middle click to shake", 10, 70, 10, DARKGRAY);
DrawText(TextFormat("BALL COUNT: %d", ballCount), 10, GetScreenHeight() - 70, 20, BLACK);
DrawText(TextFormat("GRAVITY: %.2f", gravity), 10, GetScreenHeight() - 40, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -70,6 +70,8 @@ int main(void)
// - Define foreground color: [cRRGGBBAA]
// - Define background color: [bRRGGBBAA]
// - Reset formating: [r]
// Colors defined with [cRRGGBBAA] or [bRRGGBBAA] are multiplied by the base color alpha
// This allows global transparency control while keeping per-section styling (ex. text fade effects)
// Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text
DrawTextStyled(GetFontDefault(), "This changes the [cFF0000FF]foreground color[r] of provided text!!!",
@ -81,12 +83,15 @@ int main(void)
DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff][bff0000ff]foreground and background colors[r]!!!",
(Vector2){ 100, 160 }, 20.0f, 2.0f, BLACK);
DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff]alpha[r] relative [cffffffff][b000000ff]from source[r] [cff000088]color[r]!!!",
(Vector2){ 100, 200 }, 20.0f, 2.0f, (Color){ 0, 0, 0, 100 });
// Get pointer to formated text
const char *text = TextFormat("Let's be [c%02x%02x%02xFF]CREATIVE[r] !!!", colRandom.r, colRandom.g, colRandom.b);
DrawTextStyled(GetFontDefault(), text, (Vector2){ 100, 220 }, 40.0f, 2.0f, BLACK);
DrawTextStyled(GetFontDefault(), text, (Vector2){ 100, 240 }, 40.0f, 2.0f, BLACK);
textSize = MeasureTextStyled(GetFontDefault(), text, 40.0f, 2.0f);
DrawRectangleLines(100, 220, (int)textSize.x, (int)textSize.y, GREEN);
DrawRectangleLines(100, 240, (int)textSize.x, (int)textSize.y, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
@ -105,6 +110,7 @@ int main(void)
//----------------------------------------------------------------------------------
// Draw text using inline styling
// PARAM: color is the default text color, background color is BLANK by default
// NOTE: Using input color as the base alpha multiplied to inline styles
static void DrawTextStyled(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color color)
{
// Text inline styling strategy used: [ ] delimiters for format
@ -171,8 +177,16 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
// Convert hex color text into actual Color
unsigned int colHexValue = strtoul(colHexText, NULL, 16);
if (text[i - 1] == 'c') colFront = GetColor(colHexValue);
else if (text[i - 1] == 'b') colBack = GetColor(colHexValue);
if (text[i - 1] == 'c')
{
colFront = GetColor(colHexValue);
colFront.a *= (float)color.a/255.0f;
}
else if (text[i - 1] == 'b')
{
colBack = GetColor(colHexValue);
colBack.a *= (float)color.a/255.0f;
}
i += (colHexCount + 1); // Skip color value retrieved and ']'
continue; // Do not draw characters

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{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {278D8859-20B1-428F-8448-064F46E1F021}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

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@ -371,7 +371,6 @@ double GetTime(void)
QueryPerformanceCounter(&now);
return (double)(now.QuadPart - CORE.Time.base)/(double)platform.timerFrequency.QuadPart;
#elif defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
double time = 0.0;
struct timespec ts = { 0 };
clock_gettime(CLOCK_MONOTONIC, &ts);
unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;

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@ -103,6 +103,7 @@ Example elements validated:
| shapes_math_angle_rotation | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_rlgl_color_wheel | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_rlgl_triangle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_ball_physics | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_logo_raylib | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_srcrec_dstrec | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_image_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |