mirror of
https://github.com/raysan5/raylib.git
synced 2026-07-12 00:31:55 -04:00
Compare commits
7 Commits
1b084ff9f2
...
ca1baca7c2
| Author | SHA1 | Date | |
|---|---|---|---|
| ca1baca7c2 | |||
| 7e8aca00b6 | |||
| c1dbfc87f3 | |||
| 644e4adbe2 | |||
| 1e74aba7c3 | |||
| 83e35ba170 | |||
| 22cc2554b1 |
@ -111,7 +111,7 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
free(rectangles);
|
RL_FREE(rectangles);
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|||||||
@ -17,15 +17,19 @@
|
|||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
#include <stdlib.h>
|
#include <stdlib.h> // Required for: malloc(), free()
|
||||||
#include <math.h>
|
#include <math.h> // Required for: hypot()
|
||||||
|
|
||||||
#define MAX_BALLS 5000 // Maximum quantity of balls
|
#define MAX_BALLS 5000 // Maximum quantity of balls
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Types and Structures Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Ball data type
|
||||||
typedef struct Ball {
|
typedef struct Ball {
|
||||||
Vector2 pos; // Position
|
Vector2 position;
|
||||||
Vector2 vel; // Velocity
|
Vector2 speed;
|
||||||
Vector2 ppos; // Previous position
|
Vector2 prevPosition;
|
||||||
float radius;
|
float radius;
|
||||||
float friction;
|
float friction;
|
||||||
float elasticity;
|
float elasticity;
|
||||||
@ -45,16 +49,19 @@ int main(void)
|
|||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
|
||||||
|
|
||||||
Ball balls[MAX_BALLS] = {{
|
Ball *balls = (Ball*)RL_MALLOC(sizeof(Ball)*MAX_BALLS);
|
||||||
.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
|
|
||||||
.vel = { 200, 200 },
|
// Init first ball in the array
|
||||||
.ppos = { 0 },
|
balls[0] = (Ball){
|
||||||
|
.position = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
|
||||||
|
.speed = { 200, 200 },
|
||||||
|
.prevPosition = { 0 },
|
||||||
.radius = 40,
|
.radius = 40,
|
||||||
.friction = 0.99f,
|
.friction = 0.99f,
|
||||||
.elasticity = 0.9f,
|
.elasticity = 0.9f,
|
||||||
.color = BLUE,
|
.color = BLUE,
|
||||||
.grabbed = false
|
.grabbed = false
|
||||||
}};
|
};
|
||||||
|
|
||||||
int ballCount = 1;
|
int ballCount = 1;
|
||||||
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
|
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
|
||||||
@ -79,8 +86,8 @@ int main(void)
|
|||||||
for (int i = ballCount - 1; i >= 0; i--)
|
for (int i = ballCount - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
Ball *ball = &balls[i];
|
Ball *ball = &balls[i];
|
||||||
pressOffset.x = mousePos.x - ball->pos.x;
|
pressOffset.x = mousePos.x - ball->position.x;
|
||||||
pressOffset.y = mousePos.y - ball->pos.y;
|
pressOffset.y = mousePos.y - ball->position.y;
|
||||||
|
|
||||||
// If the distance between the ball position and the mouse press position
|
// If the distance between the ball position and the mouse press position
|
||||||
// is less than or equal to the ball radius, the event occurred inside the ball
|
// is less than or equal to the ball radius, the event occurred inside the ball
|
||||||
@ -109,9 +116,9 @@ int main(void)
|
|||||||
if (ballCount < MAX_BALLS)
|
if (ballCount < MAX_BALLS)
|
||||||
{
|
{
|
||||||
balls[ballCount++] = (Ball){
|
balls[ballCount++] = (Ball){
|
||||||
.pos = mousePos,
|
.position = mousePos,
|
||||||
.vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
|
.speed = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
|
||||||
.ppos = { 0 },
|
.prevPosition = { 0 },
|
||||||
.radius = 20.0f + (float)GetRandomValue(0, 30),
|
.radius = 20.0f + (float)GetRandomValue(0, 30),
|
||||||
.friction = 0.99f,
|
.friction = 0.99f,
|
||||||
.elasticity = 0.9f,
|
.elasticity = 0.9f,
|
||||||
@ -126,7 +133,7 @@ int main(void)
|
|||||||
{
|
{
|
||||||
for (int i = 0; i < ballCount; i++)
|
for (int i = 0; i < ballCount; i++)
|
||||||
{
|
{
|
||||||
if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
if (!balls[i].grabbed) balls[i].speed = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -142,49 +149,49 @@ int main(void)
|
|||||||
if (!ball->grabbed)
|
if (!ball->grabbed)
|
||||||
{
|
{
|
||||||
// Ball repositioning using the velocity
|
// Ball repositioning using the velocity
|
||||||
ball->pos.x += ball->vel.x * delta;
|
ball->position.x += ball->speed.x * delta;
|
||||||
ball->pos.y += ball->vel.y * delta;
|
ball->position.y += ball->speed.y * delta;
|
||||||
|
|
||||||
// Does the ball hit the screen right boundary?
|
// Does the ball hit the screen right boundary?
|
||||||
if ((ball->pos.x + ball->radius) >= screenWidth)
|
if ((ball->position.x + ball->radius) >= screenWidth)
|
||||||
{
|
{
|
||||||
ball->pos.x = screenWidth - ball->radius; // Ball repositioning
|
ball->position.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
|
ball->speed.x = -ball->speed.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
|
||||||
}
|
}
|
||||||
// Does the ball hit the screen left boundary?
|
// Does the ball hit the screen left boundary?
|
||||||
else if ((ball->pos.x - ball->radius) <= 0)
|
else if ((ball->position.x - ball->radius) <= 0)
|
||||||
{
|
{
|
||||||
ball->pos.x = ball->radius;
|
ball->position.x = ball->radius;
|
||||||
ball->vel.x = -ball->vel.x*ball->elasticity;
|
ball->speed.x = -ball->speed.x*ball->elasticity;
|
||||||
}
|
}
|
||||||
|
|
||||||
// The same for y axis
|
// The same for y axis
|
||||||
if ((ball->pos.y + ball->radius) >= screenHeight)
|
if ((ball->position.y + ball->radius) >= screenHeight)
|
||||||
{
|
{
|
||||||
ball->pos.y = screenHeight - ball->radius;
|
ball->position.y = screenHeight - ball->radius;
|
||||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
ball->speed.y = -ball->speed.y*ball->elasticity;
|
||||||
}
|
}
|
||||||
else if ((ball->pos.y - ball->radius) <= 0)
|
else if ((ball->position.y - ball->radius) <= 0)
|
||||||
{
|
{
|
||||||
ball->pos.y = ball->radius;
|
ball->position.y = ball->radius;
|
||||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
ball->speed.y = -ball->speed.y*ball->elasticity;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Friction makes the ball lose 1% of its velocity each frame
|
// Friction makes the ball lose 1% of its velocity each frame
|
||||||
ball->vel.x = ball->vel.x*ball->friction;
|
ball->speed.x = ball->speed.x*ball->friction;
|
||||||
// Gravity affects only the y axis
|
// Gravity affects only the y axis
|
||||||
ball->vel.y = ball->vel.y*ball->friction + gravity;
|
ball->speed.y = ball->speed.y*ball->friction + gravity;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Ball repositioning using the mouse position
|
// Ball repositioning using the mouse position
|
||||||
ball->pos.x = mousePos.x - pressOffset.x;
|
ball->position.x = mousePos.x - pressOffset.x;
|
||||||
ball->pos.y = mousePos.y - pressOffset.y;
|
ball->position.y = mousePos.y - pressOffset.y;
|
||||||
|
|
||||||
// While the ball is grabbed, recalculates its velocity
|
// While the ball is grabbed, recalculates its velocity
|
||||||
ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
|
ball->speed.x = (ball->position.x - ball->prevPosition.x)/delta;
|
||||||
ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
|
ball->speed.y = (ball->position.y - ball->prevPosition.y)/delta;
|
||||||
ball->ppos = ball->pos;
|
ball->prevPosition = ball->position;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@ -197,8 +204,8 @@ int main(void)
|
|||||||
|
|
||||||
for (int i = 0; i < ballCount; i++)
|
for (int i = 0; i < ballCount; i++)
|
||||||
{
|
{
|
||||||
DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
|
DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
|
||||||
DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
|
DrawCircleLinesV(balls[i].position, balls[i].radius, BLACK);
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
|
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
|
||||||
@ -214,6 +221,7 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
RL_FREE(balls);
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 9.3 KiB |
@ -61,7 +61,7 @@ int main(void)
|
|||||||
SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
|
SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
|
||||||
|
|
||||||
// Free codepoints, atlas has already been generated
|
// Free codepoints, atlas has already been generated
|
||||||
free(codepointsNoDups);
|
RL_FREE(codepointsNoDups);
|
||||||
|
|
||||||
bool showFontAtlas = false;
|
bool showFontAtlas = false;
|
||||||
|
|
||||||
@ -139,7 +139,7 @@ int main(void)
|
|||||||
static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
|
static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
|
||||||
{
|
{
|
||||||
int codepointsNoDupsCount = codepointCount;
|
int codepointsNoDupsCount = codepointCount;
|
||||||
int *codepointsNoDups = (int *)calloc(codepointCount, sizeof(int));
|
int *codepointsNoDups = (int *)RL_CALLOC(codepointCount, sizeof(int));
|
||||||
memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int));
|
memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int));
|
||||||
|
|
||||||
// Remove duplicates
|
// Remove duplicates
|
||||||
|
|||||||
@ -47,7 +47,7 @@ int main(void)
|
|||||||
// Load bunny texture
|
// Load bunny texture
|
||||||
Texture2D texBunny = LoadTexture("resources/raybunny.png");
|
Texture2D texBunny = LoadTexture("resources/raybunny.png");
|
||||||
|
|
||||||
Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
|
Bunny *bunnies = (Bunny *)RL_MALLOC(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
|
||||||
|
|
||||||
int bunniesCount = 0; // Bunnies counter
|
int bunniesCount = 0; // Bunnies counter
|
||||||
|
|
||||||
@ -126,7 +126,7 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
free(bunnies); // Unload bunnies data array
|
RL_FREE(bunnies); // Unload bunnies data array
|
||||||
|
|
||||||
UnloadTexture(texBunny); // Unload bunny texture
|
UnloadTexture(texBunny); // Unload bunny texture
|
||||||
|
|
||||||
|
|||||||
@ -51,8 +51,8 @@ int main(void)
|
|||||||
// NOTE: We can have up to 256 values for tile ids and for tile fog state,
|
// NOTE: We can have up to 256 values for tile ids and for tile fog state,
|
||||||
// probably we don't need that many values for fog state, it can be optimized
|
// probably we don't need that many values for fog state, it can be optimized
|
||||||
// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
|
// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
|
||||||
map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
|
map.tileIds = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
|
||||||
map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
|
map.tileFog = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
|
||||||
|
|
||||||
// Load map tiles (generating 2 random tile ids for testing)
|
// Load map tiles (generating 2 random tile ids for testing)
|
||||||
// NOTE: Map tile ids should be probably loaded from an external map file
|
// NOTE: Map tile ids should be probably loaded from an external map file
|
||||||
@ -149,8 +149,8 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
free(map.tileIds); // Free allocated map tile ids
|
RL_FREE(map.tileIds); // Free allocated map tile ids
|
||||||
free(map.tileFog); // Free allocated map tile fog state
|
RL_FREE(map.tileFog); // Free allocated map tile fog state
|
||||||
|
|
||||||
UnloadRenderTexture(fogOfWar); // Unload render texture
|
UnloadRenderTexture(fogOfWar); // Unload render texture
|
||||||
|
|
||||||
|
|||||||
@ -17,8 +17,6 @@
|
|||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
#include <stdlib.h> // Required for: malloc() and free()
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
@ -39,26 +37,31 @@ int main(void)
|
|||||||
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
|
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
|
||||||
|
|
||||||
// Generate a checked texture by code
|
// Generate a checked texture by code
|
||||||
int width = 960;
|
int imWidth = 960;
|
||||||
int height = 480;
|
int imHeight = 480;
|
||||||
|
|
||||||
// Dynamic memory allocation to store pixels data (Color type)
|
// Dynamic memory allocation to store pixels data (Color type)
|
||||||
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
|
// WARNING: Using raylib provided MemAlloc() that uses default raylib
|
||||||
|
// internal memory allocator, so this data can be freed using UnloadImage()
|
||||||
|
// that also uses raylib internal memory de-allocator
|
||||||
|
Color *pixels = (Color *)MemAlloc(imWidth*imHeight*sizeof(Color));
|
||||||
|
|
||||||
for (int y = 0; y < height; y++)
|
for (int y = 0; y < imHeight; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < width; x++)
|
for (int x = 0; x < imWidth; x++)
|
||||||
{
|
{
|
||||||
if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE;
|
if (((x/32+y/32)/1)%2 == 0) pixels[y*imWidth + x] = ORANGE;
|
||||||
else pixels[y*width + x] = GOLD;
|
else pixels[y*imWidth + x] = GOLD;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Load pixels data into an image structure and create texture
|
// Load pixels data into an image structure and create texture
|
||||||
|
// NOTE: We can assign pixels directly to data because Color is R8G8B8A8
|
||||||
|
// data structure defining that pixelformat, format must be set properly
|
||||||
Image checkedIm = {
|
Image checkedIm = {
|
||||||
.data = pixels, // We can assign pixels directly to data
|
.data = pixels,
|
||||||
.width = width,
|
.width = imWidth,
|
||||||
.height = height,
|
.height = imHeight,
|
||||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||||
.mipmaps = 1
|
.mipmaps = 1
|
||||||
};
|
};
|
||||||
|
|||||||
@ -1447,15 +1447,35 @@ void PollInputEvents(void)
|
|||||||
} break;
|
} break;
|
||||||
case RGFW_mousePosChanged:
|
case RGFW_mousePosChanged:
|
||||||
{
|
{
|
||||||
|
float mouseX = 0.0f;
|
||||||
|
float mouseY = 0.0f;
|
||||||
if (RGFW_window_isCaptured(platform.window))
|
if (RGFW_window_isCaptured(platform.window))
|
||||||
{
|
{
|
||||||
CORE.Input.Mouse.currentPosition.x += (float)rgfw_event.mouse.vecX;
|
mouseX = (float)rgfw_event.mouse.vecX;
|
||||||
CORE.Input.Mouse.currentPosition.y += (float)rgfw_event.mouse.vecY;
|
mouseY = (float)rgfw_event.mouse.vecY;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
CORE.Input.Mouse.currentPosition.x = (float)rgfw_event.mouse.x;
|
mouseX = (float)rgfw_event.mouse.x;
|
||||||
CORE.Input.Mouse.currentPosition.y = (float)rgfw_event.mouse.y;
|
mouseY = (float)rgfw_event.mouse.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if defined(__EMSCRIPTEN__)
|
||||||
|
double canvasWidth = 0.0;
|
||||||
|
double canvasHeight = 0.0;
|
||||||
|
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
|
||||||
|
mouseX *= ((float)GetScreenWidth()/(float)canvasWidth);
|
||||||
|
mouseY *= ((float)GetScreenHeight()/(float)canvasHeight);
|
||||||
|
#endif
|
||||||
|
if (RGFW_window_isCaptured(platform.window))
|
||||||
|
{
|
||||||
|
CORE.Input.Mouse.currentPosition.x += event_x;
|
||||||
|
CORE.Input.Mouse.currentPosition.y += event_y;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CORE.Input.Mouse.currentPosition.x = event_x;
|
||||||
|
CORE.Input.Mouse.currentPosition.y = event_y;
|
||||||
}
|
}
|
||||||
|
|
||||||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||||
|
|||||||
@ -2274,14 +2274,14 @@ int FileCopy(const char *srcPath, const char *dstPath)
|
|||||||
// NOTE: If dst directories do not exists they are created
|
// NOTE: If dst directories do not exists they are created
|
||||||
int FileMove(const char *srcPath, const char *dstPath)
|
int FileMove(const char *srcPath, const char *dstPath)
|
||||||
{
|
{
|
||||||
int result = 0;
|
int result = -1;
|
||||||
|
|
||||||
if (FileExists(srcPath))
|
if (FileExists(srcPath))
|
||||||
{
|
{
|
||||||
FileCopy(srcPath, dstPath);
|
if (FileCopy(srcPath, dstPath) == 0) result = FileRemove(srcPath);
|
||||||
FileRemove(srcPath);
|
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to copy file to [%s]", srcPath, dstPath);
|
||||||
}
|
}
|
||||||
else result = -1;
|
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Source file does not exist", srcPath);
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user