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| 5d9352a0a1 |
112
examples/core/core_delta_time.c
Normal file
112
examples/core/core_delta_time.c
Normal file
@ -0,0 +1,112 @@
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/*******************************************************************************************
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*
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||||||
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* raylib [core] example - delta time
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*
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||||||
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* Example complexity rating: [★☆☆☆] 1/4
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*
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||||||
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* Example originally created with raylib 5.5
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*
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||||||
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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||||||
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*
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||||||
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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||||||
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* BSD-like license that allows static linking with closed source software
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||||||
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*
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||||||
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* Copyright (c) 2025-2025 Robin (@RobinsAviary)
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||||||
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*
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||||||
|
********************************************************************************************/
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||||||
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||||||
|
#include "raylib.h"
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|
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||||||
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//------------------------------------------------------------------------------------
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||||||
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// Program main entry point
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||||||
|
//------------------------------------------------------------------------------------
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||||||
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int main(void)
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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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||||||
|
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||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
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||||||
|
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||||||
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int currentFps = 60;
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||||||
|
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||||||
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// Store the position for the both of the circles
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||||||
|
Vector2 deltaCircle = { 0, (float)screenHeight/3.0f };
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Vector2 frameCircle = { 0, (float)screenHeight*(2.0f/3.0f) };
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||||||
|
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||||||
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// The speed applied to both circles
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const float speed = 10.0f;
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||||||
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const float circleRadius = 32.0f;
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|
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||||||
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SetTargetFPS(currentFps);
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||||||
|
//--------------------------------------------------------------------------------------
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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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||||||
|
// Adjust the FPS target based on the mouse wheel
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|
float mouseWheel = GetMouseWheelMove();
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||||||
|
if (mouseWheel != 0)
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||||||
|
{
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||||||
|
currentFps += (int)mouseWheel;
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|
if (currentFps < 0) currentFps = 0;
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|
SetTargetFPS(currentFps);
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||||||
|
}
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||||||
|
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||||||
|
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
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||||||
|
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
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||||||
|
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||||||
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// Multiply by 6.0 (an arbitrary value) in order to make the speed
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|
// visually closer to the other circle (at 60 fps), for comparison
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|
deltaCircle.x += GetFrameTime()*6.0f*speed;
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|
// This circle can move faster or slower visually depending on the FPS
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|
frameCircle.x += 0.1f*speed;
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||||||
|
|
||||||
|
// If either circle is off the screen, reset it back to the start
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|
if (deltaCircle.x > screenWidth) deltaCircle.x = 0;
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|
if (frameCircle.x > screenWidth) frameCircle.x = 0;
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||||||
|
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||||||
|
// Reset both circles positions
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|
if (IsKeyPressed(KEY_R))
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||||||
|
{
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|
deltaCircle.x = 0;
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|
frameCircle.x = 0;
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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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||||||
|
|
||||||
|
// Draw both circles to the screen
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||||||
|
DrawCircleV(deltaCircle, circleRadius, RED);
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||||||
|
DrawCircleV(frameCircle, circleRadius, BLUE);
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||||||
|
|
||||||
|
// Draw the help text
|
||||||
|
// Determine what help text to show depending on the current FPS target
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||||||
|
const char *fpsText = 0;
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||||||
|
if (currentFps <= 0) fpsText = TextFormat("FPS: unlimited (%i)", GetFPS());
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||||||
|
else fpsText = TextFormat("FPS: %i (target: %i)", GetFPS(), currentFps);
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||||||
|
DrawText(fpsText, 10, 10, 20, DARKGRAY);
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||||||
|
DrawText(TextFormat("Frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY);
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|
DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
|
||||||
|
|
||||||
|
// Draw the text above the circles
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|
DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, RED);
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|
DrawText("FUNC: x += speed", 10, 240, 20, BLUE);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/core/core_delta_time.png
Normal file
BIN
examples/core/core_delta_time.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
@ -72,7 +72,7 @@ int main(void)
|
|||||||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||||
DrawText("Press 'H' to toggle cursor visibility", 10, 30, 20, DARKGRAY);
|
DrawText("Press 'H' to toggle cursor visibility", 10, 30, 20, DARKGRAY);
|
||||||
|
|
||||||
if (!IsCursorHidden()) DrawText("CURSOR HIDDEN", 20, 60, 20, RED);
|
if (IsCursorHidden()) DrawText("CURSOR HIDDEN", 20, 60, 20, RED);
|
||||||
else DrawText("CURSOR VISIBLE", 20, 60, 20, LIME);
|
else DrawText("CURSOR VISIBLE", 20, 60, 20, LIME);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|||||||
@ -10,58 +10,71 @@ varying vec4 finalColor;
|
|||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec2 resolution;
|
uniform vec2 resolution;
|
||||||
|
|
||||||
|
// Fontsize less then 9 may be not complete
|
||||||
uniform float fontSize;
|
uniform float fontSize;
|
||||||
|
|
||||||
float greyScale(in vec3 col) {
|
float GreyScale(in vec3 col)
|
||||||
|
{
|
||||||
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
||||||
}
|
}
|
||||||
|
|
||||||
float character(float n, vec2 p)
|
float GetCharacter(float n, vec2 p)
|
||||||
{
|
{
|
||||||
p = floor(p * vec2(4.0, -4.0) + 2.5);
|
p = floor(p*vec2(-4.0, 4.0) + 2.5);
|
||||||
|
|
||||||
// Check if the coordinate is inside the 5x5 grid (0 to 4).
|
// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
|
||||||
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
|
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
|
||||||
|
{
|
||||||
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
|
float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
|
||||||
return 1.0; // The bit is on, so draw this part of the character.
|
|
||||||
|
// This checked if the 'a'-th bit of 'n' was set
|
||||||
|
float shiftedN = floor(n/pow(2.0, a));
|
||||||
|
|
||||||
|
if (mod(shiftedN, 2.0) == 1.0)
|
||||||
|
{
|
||||||
|
return 1.0; // The bit is on
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0.0; // The bit is off, or we are outside the grid.
|
return 0.0; // The bit is off, or we are outside the grid
|
||||||
}
|
}
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// Main shader logic
|
// Main shader logic
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
|
vec2 charPixelSize = vec2(fontSize, fontSize);
|
||||||
vec2 uvCellSize = charPixelSize / resolution;
|
vec2 uvCellSize = charPixelSize/resolution;
|
||||||
|
|
||||||
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
|
// The cell size is based on the fontSize set by application
|
||||||
|
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
|
||||||
|
|
||||||
vec3 cellColor = texture2D(texture0, cellUV).rgb;
|
vec3 cellColor = texture2D(texture0, cellUV).rgb;
|
||||||
float gray = greyScale(cellColor);
|
|
||||||
|
|
||||||
float n = 4096;
|
// Gray is used to define what character will be selected to draw
|
||||||
|
float gray = GreyScale(cellColor);
|
||||||
|
|
||||||
|
float n = 4096.0;
|
||||||
|
|
||||||
// limited character set
|
// Character set from https://www.shadertoy.com/view/lssGDj
|
||||||
|
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
|
||||||
if (gray > 0.2) n = 65600.0; // :
|
if (gray > 0.2) n = 65600.0; // :
|
||||||
if (gray > 0.3) n = 163153.0; // *
|
if (gray > 0.3) n = 18725316.0; // v
|
||||||
if (gray > 0.4) n = 15255086.0; // o
|
if (gray > 0.4) n = 15255086.0; // o
|
||||||
if (gray > 0.5) n = 13121101.0; // &
|
if (gray > 0.5) n = 13121101.0; // &
|
||||||
if (gray > 0.6) n = 15252014.0; // 8
|
if (gray > 0.6) n = 15252014.0; // 8
|
||||||
if (gray > 0.7) n = 13195790.0; // @
|
if (gray > 0.7) n = 13195790.0; // @
|
||||||
if (gray > 0.8) n = 11512810.0; // #
|
if (gray > 0.8) n = 11512810.0; // #
|
||||||
|
|
||||||
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
|
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
|
||||||
|
|
||||||
vec2 p = localUV * 2.0 - 1.0;
|
vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
|
||||||
|
|
||||||
float charShape = character(n, p);
|
// cellColor and charShape will define the color of the char
|
||||||
|
vec3 color = cellColor*GetCharacter(n, p);
|
||||||
|
|
||||||
vec3 final_col = cellColor * charShape;
|
gl_FragColor = vec4(color, 1.0);
|
||||||
|
|
||||||
gl_FragColor = vec4(final_col, 1.0);
|
|
||||||
}
|
}
|
||||||
@ -8,58 +8,71 @@ varying vec4 finalColor;
|
|||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec2 resolution;
|
uniform vec2 resolution;
|
||||||
|
|
||||||
|
// Fontsize less then 9 may be not complete
|
||||||
uniform float fontSize;
|
uniform float fontSize;
|
||||||
|
|
||||||
float greyScale(in vec3 col) {
|
float GreyScale(in vec3 col)
|
||||||
|
{
|
||||||
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
||||||
}
|
}
|
||||||
|
|
||||||
float character(float n, vec2 p)
|
float GetCharacter(float n, vec2 p)
|
||||||
{
|
{
|
||||||
p = floor(p * vec2(4.0, -4.0) + 2.5);
|
p = floor(p*vec2(-4.0, 4.0) + 2.5);
|
||||||
|
|
||||||
// Check if the coordinate is inside the 5x5 grid (0 to 4).
|
// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
|
||||||
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
|
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
|
||||||
|
{
|
||||||
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
|
float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
|
||||||
return 1.0; // The bit is on, so draw this part of the character.
|
|
||||||
|
// This checked if the 'a'-th bit of 'n' was set
|
||||||
|
float shiftedN = floor(n/pow(2.0, a));
|
||||||
|
|
||||||
|
if (mod(shiftedN, 2.0) == 1.0)
|
||||||
|
{
|
||||||
|
return 1.0; // The bit is on
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0.0; // The bit is off, or we are outside the grid.
|
return 0.0; // The bit is off, or we are outside the grid
|
||||||
}
|
}
|
||||||
|
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// Main shader logic
|
// Main shader logic
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
|
vec2 charPixelSize = vec2(fontSize, fontSize);
|
||||||
vec2 uvCellSize = charPixelSize / resolution;
|
vec2 uvCellSize = charPixelSize / resolution;
|
||||||
|
|
||||||
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
|
// The cell size is based on the fontSize set by application
|
||||||
|
vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize;
|
||||||
|
|
||||||
vec3 cellColor = texture2D(texture0, cellUV).rgb;
|
vec3 cellColor = texture2D(texture0, cellUV).rgb;
|
||||||
float gray = greyScale(cellColor);
|
|
||||||
|
|
||||||
float n = 4096;
|
// Gray is used to define what character will be selected to draw
|
||||||
|
float gray = GreyScale(cellColor);
|
||||||
|
|
||||||
|
float n = 4096.0;
|
||||||
|
|
||||||
// limited character set
|
// Character set from https://www.shadertoy.com/view/lssGDj
|
||||||
|
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
|
||||||
if (gray > 0.2) n = 65600.0; // :
|
if (gray > 0.2) n = 65600.0; // :
|
||||||
if (gray > 0.3) n = 163153.0; // *
|
if (gray > 0.3) n = 18725316.0; // v
|
||||||
if (gray > 0.4) n = 15255086.0; // o
|
if (gray > 0.4) n = 15255086.0; // o
|
||||||
if (gray > 0.5) n = 13121101.0; // &
|
if (gray > 0.5) n = 13121101.0; // &
|
||||||
if (gray > 0.6) n = 15252014.0; // 8
|
if (gray > 0.6) n = 15252014.0; // 8
|
||||||
if (gray > 0.7) n = 13195790.0; // @
|
if (gray > 0.7) n = 13195790.0; // @
|
||||||
if (gray > 0.8) n = 11512810.0; // #
|
if (gray > 0.8) n = 11512810.0; // #
|
||||||
|
|
||||||
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
|
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
|
||||||
|
|
||||||
vec2 p = localUV * 2.0 - 1.0;
|
vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
|
||||||
|
|
||||||
float charShape = character(n, p);
|
// cellColor and charShape will define the color of the char
|
||||||
|
vec3 color = cellColor*GetCharacter(n, p);
|
||||||
|
|
||||||
vec3 final_col = cellColor * charShape;
|
gl_FragColor = vec4(color, 1.0);
|
||||||
|
|
||||||
gl_FragColor = vec4(final_col, 1.0);
|
|
||||||
}
|
}
|
||||||
@ -8,6 +8,8 @@ out vec4 finalColor;
|
|||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec2 resolution;
|
uniform vec2 resolution;
|
||||||
|
|
||||||
|
// Fontsize less then 9 may be not complete
|
||||||
uniform float fontSize;
|
uniform float fontSize;
|
||||||
|
|
||||||
float GreyScale(in vec3 col)
|
float GreyScale(in vec3 col)
|
||||||
@ -15,16 +17,17 @@ float GreyScale(in vec3 col)
|
|||||||
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
||||||
}
|
}
|
||||||
|
|
||||||
float GetCharacter(float n, vec2 p)
|
float GetCharacter(int n, vec2 p)
|
||||||
{
|
{
|
||||||
p = floor(p*vec2(4.0, -4.0) + 2.5);
|
p = floor(p*vec2(-4.0, 4.0) + 2.5);
|
||||||
|
|
||||||
// Check if the coordinate is inside the 5x5 grid (0 to 4)
|
// Check if the coordinate is inside the 5x5 grid (0 to 4)
|
||||||
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
|
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
|
||||||
{
|
{
|
||||||
if (int(mod(n/exp2(p.x + 5.0 * p.y), 2.0)) == 1)
|
int a = int(round(p.x) + 5.0*round(p.y));
|
||||||
|
if (((n >> a) & 1) == 1)
|
||||||
{
|
{
|
||||||
return 1.0; // The bit is on, so draw this part of the character
|
return 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -34,30 +37,37 @@ float GetCharacter(float n, vec2 p)
|
|||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
// Main shader logic
|
// Main shader logic
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 charPixelSize = vec2(fontSize, fontSize*1.8);
|
vec2 charPixelSize = vec2(fontSize, fontSize);
|
||||||
vec2 uvCellSize = charPixelSize/resolution;
|
vec2 uvCellSize = charPixelSize/resolution;
|
||||||
|
|
||||||
|
// The cell size is based on the fontSize set by application
|
||||||
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
|
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
|
||||||
|
|
||||||
vec3 cellColor = texture(texture0, cellUV).rgb;
|
vec3 cellColor = texture(texture0, cellUV).rgb;
|
||||||
|
|
||||||
|
// Gray is used to define what character will be selected to draw
|
||||||
float gray = GreyScale(cellColor);
|
float gray = GreyScale(cellColor);
|
||||||
|
|
||||||
float n = 4096;
|
int n = 4096;
|
||||||
|
|
||||||
// Limited character set
|
// Character set from https://www.shadertoy.com/view/lssGDj
|
||||||
if (gray > 0.2) n = 65600.0; // :
|
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
|
||||||
if (gray > 0.3) n = 163153.0; // *
|
if (gray > 0.2) n = 65600; // :
|
||||||
if (gray > 0.4) n = 15255086.0; // o
|
if (gray > 0.3) n = 18725316; // v
|
||||||
if (gray > 0.5) n = 13121101.0; // &
|
if (gray > 0.4) n = 15255086; // o
|
||||||
if (gray > 0.6) n = 15252014.0; // 8
|
if (gray > 0.5) n = 13121101; // &
|
||||||
if (gray > 0.7) n = 13195790.0; // @
|
if (gray > 0.6) n = 15252014; // 8
|
||||||
if (gray > 0.8) n = 11512810.0; // #
|
if (gray > 0.7) n = 13195790; // @
|
||||||
|
if (gray > 0.8) n = 11512810; // #
|
||||||
|
|
||||||
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
|
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
|
||||||
vec2 p = localUV*2.0 - 1.0;
|
|
||||||
|
|
||||||
float charShape = GetCharacter(n, p);
|
vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
|
||||||
|
|
||||||
finalColor = vec4(cellColor*charShape, 1.0);
|
vec3 color = cellColor*GetCharacter(n, p);
|
||||||
|
|
||||||
|
finalColor = vec4(color, 1.0);
|
||||||
}
|
}
|
||||||
@ -48,14 +48,14 @@ int main(void)
|
|||||||
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
|
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
|
||||||
|
|
||||||
// Set the character size for the ASCII effect
|
// Set the character size for the ASCII effect
|
||||||
float fontSize = 4.0f;
|
// Fontsize should be 9 or more
|
||||||
|
float fontSize = 9.0f;
|
||||||
|
|
||||||
// Send the updated values to the shader
|
// Send the updated values to the shader
|
||||||
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
||||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||||
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
|
|
||||||
|
|
||||||
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
|
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight*0.5f};
|
||||||
float circleSpeed = 1.0f;
|
float circleSpeed = 1.0f;
|
||||||
|
|
||||||
// RenderTexture to apply the postprocessing later
|
// RenderTexture to apply the postprocessing later
|
||||||
@ -70,45 +70,49 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
circlePos.x += circleSpeed;
|
circlePos.x += circleSpeed;
|
||||||
|
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1; // Revert speed
|
||||||
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1;
|
|
||||||
//----------------------------------------------------------------------------------
|
if (IsKeyPressed(KEY_LEFT) && (fontSize > 9.0)) fontSize -= 1; // Reduce fontSize
|
||||||
|
if (IsKeyPressed(KEY_RIGHT) && (fontSize < 15.0)) fontSize += 1; // Increase fontSize
|
||||||
|
|
||||||
|
// Set fontsize for the shader
|
||||||
|
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Draw our scene to a render texture first
|
|
||||||
BeginTextureMode(target);
|
BeginTextureMode(target);
|
||||||
ClearBackground(WHITE);
|
ClearBackground(WHITE);
|
||||||
|
|
||||||
|
// Draw scene in our render texture
|
||||||
DrawTexture(fudesumi, 500, -30, WHITE);
|
DrawTexture(fudesumi, 500, -30, WHITE);
|
||||||
DrawTextureV(raysan, circlePos, WHITE);
|
DrawTextureV(raysan, circlePos, WHITE);
|
||||||
|
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginShaderMode(shader);
|
BeginShaderMode(shader);
|
||||||
// Draw the render texture containing scene
|
// Draw the scene texture (that we rendered earlier) to the screen
|
||||||
// The shader will process every pixel on the screen
|
// The shader will process every pixel of this texture
|
||||||
DrawTextureRec(target.texture,
|
DrawTextureRec(target.texture,
|
||||||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
||||||
(Vector2){ 0, 0 }, WHITE);
|
(Vector2){ 0, 0 }, WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
DrawRectangle(0, 0, screenWidth, 40, BLACK);
|
DrawRectangle(0, 0, screenWidth, 40, BLACK);
|
||||||
DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY);
|
DrawText(TextFormat("Ascii effect - FontSize:%2.0f - [Left] -1 [Right] +1 ", fontSize), 120, 10, 20, LIGHTGRAY);
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadShader(shader); // Unload shader
|
UnloadRenderTexture(target); // Unload render texture
|
||||||
UnloadTexture(fudesumi); // Unload texture
|
|
||||||
UnloadTexture(raysan); // Unload texture
|
UnloadShader(shader); // Unload shader
|
||||||
|
UnloadTexture(fudesumi); // Unload texture
|
||||||
|
UnloadTexture(raysan); // Unload texture
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 44 KiB After Width: | Height: | Size: 42 KiB |
@ -4,8 +4,10 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
* Example originally created with raylib 2.5, last time updated with raylib 5.6
|
||||||
*
|
*
|
||||||
|
* Example contributed by Jopestpe (@jopestpe)
|
||||||
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
@ -31,7 +33,9 @@ int main(void)
|
|||||||
Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||||
Vector2 ballSpeed = { 5.0f, 4.0f };
|
Vector2 ballSpeed = { 5.0f, 4.0f };
|
||||||
int ballRadius = 20;
|
int ballRadius = 20;
|
||||||
|
float gravity = 0.2f;
|
||||||
|
|
||||||
|
bool useGravity = true;
|
||||||
bool pause = 0;
|
bool pause = 0;
|
||||||
int framesCounter = 0;
|
int framesCounter = 0;
|
||||||
|
|
||||||
@ -43,16 +47,19 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//-----------------------------------------------------
|
//-----------------------------------------------------
|
||||||
|
if (IsKeyPressed(KEY_G)) useGravity = !useGravity;
|
||||||
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
||||||
|
|
||||||
if (!pause)
|
if (!pause)
|
||||||
{
|
{
|
||||||
ballPosition.x += ballSpeed.x;
|
ballPosition.x += ballSpeed.x;
|
||||||
ballPosition.y += ballSpeed.y;
|
ballPosition.y += ballSpeed.y;
|
||||||
|
|
||||||
|
if (useGravity) ballSpeed.y += gravity;
|
||||||
|
|
||||||
// Check walls collision for bouncing
|
// Check walls collision for bouncing
|
||||||
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
|
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
|
||||||
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
|
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -0.95f;
|
||||||
}
|
}
|
||||||
else framesCounter++;
|
else framesCounter++;
|
||||||
//-----------------------------------------------------
|
//-----------------------------------------------------
|
||||||
@ -65,12 +72,15 @@ int main(void)
|
|||||||
|
|
||||||
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
|
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
|
||||||
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
|
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
if (useGravity) DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, DARKGREEN);
|
||||||
|
else DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, RED);
|
||||||
|
|
||||||
// On pause, we draw a blinking message
|
// On pause, we draw a blinking message
|
||||||
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
|
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//-----------------------------------------------------
|
//-----------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|||||||
@ -16,26 +16,22 @@
|
|||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
#include <stdlib.h> // Required for: malloc(), free()
|
|
||||||
#include <math.h> // Required for: cosf(), sinf()
|
|
||||||
|
|
||||||
#define MAX_BULLETS 500000 // Max bullets that 800x450 can keep on minimum settings is 130.000 bullets
|
#include <stdlib.h> // Required for: calloc(), free()
|
||||||
|
#include <math.h> // Required for: cosf(), sinf()
|
||||||
|
|
||||||
|
#define MAX_BULLETS 500000 // Max bullets to be processed
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Types and Structures Definition
|
// Types and Structures Definition
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
typedef struct Bullet {
|
typedef struct Bullet {
|
||||||
Vector2 position;
|
Vector2 position; // Bullet position on screen
|
||||||
Vector2 acceleration; // the amount of pixels to be incremented to position every frame
|
Vector2 acceleration; // Amount of pixels to be incremented to position every frame
|
||||||
bool disabled; // skip processing and draw case out of screen
|
bool disabled; // Skip processing and draw case out of screen
|
||||||
Color color;
|
Color color; // Bullet color
|
||||||
} Bullet;
|
} Bullet;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// Module Functions Declaration
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
@ -48,8 +44,8 @@ int main(void)
|
|||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
|
||||||
|
|
||||||
// Bullet
|
// Bullets definition
|
||||||
Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array
|
Bullet *bullets = (Bullet *)RL_CALLOC(MAX_BULLETS, sizeof(Bullet)); // Bullets array
|
||||||
int bulletCount = 0;
|
int bulletCount = 0;
|
||||||
int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
|
int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
|
||||||
int bulletRadius = 10;
|
int bulletRadius = 10;
|
||||||
@ -57,7 +53,7 @@ int main(void)
|
|||||||
int bulletRows = 6;
|
int bulletRows = 6;
|
||||||
Color bulletColor[2] = { RED, BLUE };
|
Color bulletColor[2] = { RED, BLUE };
|
||||||
|
|
||||||
// Spawner
|
// Spawner variables
|
||||||
float baseDirection = 0;
|
float baseDirection = 0;
|
||||||
int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
|
int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
|
||||||
float spawnCooldown = 2;
|
float spawnCooldown = 2;
|
||||||
@ -70,15 +66,13 @@ int main(void)
|
|||||||
RenderTexture bulletTexture = LoadRenderTexture(24, 24);
|
RenderTexture bulletTexture = LoadRenderTexture(24, 24);
|
||||||
|
|
||||||
// Draw circle to bullet texture, then draw bullet using DrawTexture()
|
// Draw circle to bullet texture, then draw bullet using DrawTexture()
|
||||||
// This is being done to improve the performance, since DrawCircle() is slow
|
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
|
||||||
BeginDrawing();
|
|
||||||
BeginTextureMode(bulletTexture);
|
BeginTextureMode(bulletTexture);
|
||||||
DrawCircle(12, 12, bulletRadius, WHITE);
|
DrawCircle(12, 12, bulletRadius, WHITE);
|
||||||
DrawCircleLines(12, 12, bulletRadius, BLACK);
|
DrawCircleLines(12, 12, bulletRadius, BLACK);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
EndDrawing();
|
|
||||||
|
|
||||||
bool drawInPerformanceMode = true;
|
bool drawInPerformanceMode = true; // Switch between DrawCircle() and DrawTexture()
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
@ -88,7 +82,6 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Reset the bullet index
|
// Reset the bullet index
|
||||||
// New bullets will replace the old ones that are already disabled due to out-of-screen
|
// New bullets will replace the old ones that are already disabled due to out-of-screen
|
||||||
if (bulletCount >= MAX_BULLETS)
|
if (bulletCount >= MAX_BULLETS)
|
||||||
@ -103,27 +96,25 @@ int main(void)
|
|||||||
spawnCooldownTimer = spawnCooldown;
|
spawnCooldownTimer = spawnCooldown;
|
||||||
|
|
||||||
// Spawn bullets
|
// Spawn bullets
|
||||||
float degreesPerRow = 360.0f / bulletRows;
|
float degreesPerRow = 360.0f/bulletRows;
|
||||||
for (int row = 0; row < bulletRows; row++)
|
for (int row = 0; row < bulletRows; row++)
|
||||||
{
|
{
|
||||||
|
|
||||||
if (bulletCount < MAX_BULLETS)
|
if (bulletCount < MAX_BULLETS)
|
||||||
{
|
{
|
||||||
|
|
||||||
bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
|
bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
|
||||||
bullets[bulletCount].disabled = false;
|
bullets[bulletCount].disabled = false;
|
||||||
bullets[bulletCount].color = bulletColor[row % 2];
|
bullets[bulletCount].color = bulletColor[row%2];
|
||||||
|
|
||||||
float bulletDirection = baseDirection + (degreesPerRow * row);
|
float bulletDirection = baseDirection + (degreesPerRow*row);
|
||||||
|
|
||||||
// bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
|
// Bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
|
||||||
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
|
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
|
||||||
// only need to calculate it at the spawning time.
|
// only need to calculate it at the spawning time
|
||||||
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise.
|
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
|
||||||
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
|
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
|
||||||
bullets[bulletCount].acceleration = (Vector2){
|
bullets[bulletCount].acceleration = (Vector2){
|
||||||
bulletSpeed * cosf(bulletDirection * DEG2RAD),
|
bulletSpeed*cosf(bulletDirection*DEG2RAD),
|
||||||
bulletSpeed * sinf(bulletDirection * DEG2RAD)
|
bulletSpeed*sinf(bulletDirection*DEG2RAD)
|
||||||
};
|
};
|
||||||
|
|
||||||
bulletCount++;
|
bulletCount++;
|
||||||
@ -131,29 +122,22 @@ int main(void)
|
|||||||
}
|
}
|
||||||
|
|
||||||
baseDirection += angleIncrement;
|
baseDirection += angleIncrement;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Update bullets position based on its acceleration
|
// Update bullets position based on its acceleration
|
||||||
for (int i = 0; i < bulletCount; i++)
|
for (int i = 0; i < bulletCount; i++)
|
||||||
{
|
{
|
||||||
|
|
||||||
// Only update bullet if inside the screen
|
// Only update bullet if inside the screen
|
||||||
if (!bullets[i].disabled)
|
if (!bullets[i].disabled)
|
||||||
{
|
{
|
||||||
|
|
||||||
bullets[i].position.x += bullets[i].acceleration.x;
|
bullets[i].position.x += bullets[i].acceleration.x;
|
||||||
bullets[i].position.y += bullets[i].acceleration.y;
|
bullets[i].position.y += bullets[i].acceleration.y;
|
||||||
|
|
||||||
// Disable bullet if out of screen
|
// Disable bullet if out of screen
|
||||||
if
|
if ((bullets[i].position.x < -bulletRadius*2) ||
|
||||||
(
|
(bullets[i].position.x > screenWidth + bulletRadius*2) ||
|
||||||
bullets[i].position.x < -bulletRadius*2 ||
|
(bullets[i].position.y < -bulletRadius*2) ||
|
||||||
bullets[i].position.x > screenWidth + bulletRadius*2 ||
|
(bullets[i].position.y > screenHeight + bulletRadius*2))
|
||||||
bullets[i].position.y < -bulletRadius*2 ||
|
|
||||||
bullets[i].position.y > screenHeight + bulletRadius*2
|
|
||||||
)
|
|
||||||
{
|
{
|
||||||
bullets[i].disabled = true;
|
bullets[i].disabled = true;
|
||||||
bulletDisabledCount++;
|
bulletDisabledCount++;
|
||||||
@ -161,12 +145,12 @@ int main(void)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Input
|
// Input logic
|
||||||
if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++;
|
if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && (bulletRows < 359)) bulletRows++;
|
||||||
if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--;
|
if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && (bulletRows > 1)) bulletRows--;
|
||||||
if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
|
if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
|
||||||
if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && bulletSpeed > 0.50f) bulletSpeed -= 0.25f;
|
if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && (bulletSpeed > 0.50f)) bulletSpeed -= 0.25f;
|
||||||
if (IsKeyPressed(KEY_Z) && spawnCooldown > 1) spawnCooldown--;
|
if (IsKeyPressed(KEY_Z) && (spawnCooldown > 1)) spawnCooldown--;
|
||||||
if (IsKeyPressed(KEY_X)) spawnCooldown++;
|
if (IsKeyPressed(KEY_X)) spawnCooldown++;
|
||||||
if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
|
if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
|
||||||
|
|
||||||
@ -181,51 +165,42 @@ int main(void)
|
|||||||
bulletCount = 0;
|
bulletCount = 0;
|
||||||
bulletDisabledCount = 0;
|
bulletDisabledCount = 0;
|
||||||
}
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
// Draw magic circle
|
// Draw magic circle
|
||||||
magicCircleRotation++;
|
magicCircleRotation++;
|
||||||
DrawRectanglePro(
|
DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
|
||||||
(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
|
(Vector2){ 60.0f, 60.0f }, magicCircleRotation, PURPLE);
|
||||||
(Vector2) { 60, 60 },
|
DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
|
||||||
magicCircleRotation,
|
(Vector2){ 60.0f, 60.0f }, magicCircleRotation + 45, PURPLE);
|
||||||
PURPLE
|
|
||||||
);
|
|
||||||
DrawRectanglePro(
|
|
||||||
(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
|
|
||||||
(Vector2) { 60, 60 },
|
|
||||||
magicCircleRotation + 45,
|
|
||||||
PURPLE
|
|
||||||
);
|
|
||||||
DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
|
DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
|
||||||
DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
|
DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
|
||||||
DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
|
DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
|
||||||
|
|
||||||
|
|
||||||
// Draw bullets
|
// Draw bullets
|
||||||
// DrawInPerformanceMode = draw bullets using DrawTexture, DrawCircle is vary slow
|
|
||||||
if (drawInPerformanceMode)
|
if (drawInPerformanceMode)
|
||||||
{
|
{
|
||||||
|
// Draw bullets using pre-rendered texture containing circle
|
||||||
for (int i = 0; i < bulletCount; i++)
|
for (int i = 0; i < bulletCount; i++)
|
||||||
{
|
{
|
||||||
// Do not draw disabled bullets (out of screen)
|
// Do not draw disabled bullets (out of screen)
|
||||||
if (!bullets[i].disabled)
|
if (!bullets[i].disabled)
|
||||||
{
|
{
|
||||||
DrawTexture(
|
DrawTexture(bulletTexture.texture,
|
||||||
bulletTexture.texture,
|
|
||||||
bullets[i].position.x - bulletTexture.texture.width*0.5f,
|
bullets[i].position.x - bulletTexture.texture.width*0.5f,
|
||||||
bullets[i].position.y - bulletTexture.texture.height*0.5f,
|
bullets[i].position.y - bulletTexture.texture.height*0.5f,
|
||||||
bullets[i].color
|
bullets[i].color);
|
||||||
);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Draw bullets using DrawCircle(), less performant
|
||||||
for (int i = 0; i < bulletCount; i++)
|
for (int i = 0; i < bulletCount; i++)
|
||||||
{
|
{
|
||||||
// Do not draw disabled bullets (out of screen)
|
// Do not draw disabled bullets (out of screen)
|
||||||
@ -248,25 +223,13 @@ int main(void)
|
|||||||
DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
|
DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
|
||||||
|
|
||||||
DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
|
DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
|
||||||
if (drawInPerformanceMode)
|
if (drawInPerformanceMode) DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
|
||||||
{
|
else DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
|
||||||
DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
|
|
||||||
} else {
|
|
||||||
DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
|
DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
|
||||||
DrawText(
|
DrawText(TextFormat("[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
|
||||||
TextFormat(
|
GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed, angleIncrement, spawnCooldown),
|
||||||
"[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
|
155, 420, 10, GREEN);
|
||||||
GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed, angleIncrement, spawnCooldown
|
|
||||||
),
|
|
||||||
155,
|
|
||||||
420,
|
|
||||||
10,
|
|
||||||
GREEN
|
|
||||||
);
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@ -274,10 +237,9 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadRenderTexture(bulletTexture); // Unload bullet texture
|
||||||
|
|
||||||
UnloadRenderTexture(bulletTexture);
|
RL_FREE(bullets); // Free bullets array data
|
||||||
|
|
||||||
free(bullets);
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|||||||
Reference in New Issue
Block a user