/* * Copyright (c) 2019 Chris Camacho (codifies - http://bedroomcoders.co.uk/) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * */ /* The shader makes alpha holes in the forground to give the apearance of a top * down look at a spotlight casting a pool of light... * * The right hand side of the screen there is just enough light to see whats * going on without the spot light, great for a stealth type game where you * have to avoid the spotlights. * * The left hand side of the screen is in pitch dark except for where the spotlights * are. * * Although this example doesn't scale like the letterbox example, you could integrate * the two techniques, but by scaling the actual colour of the render texture rather * than using alpha as a mask. */ #include #include #include "raylib.h" #include "raymath.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif // single digit only! #define MAXSPOT 4 #define numStars 400 #define screenWidth 1280 #define screenHeight 720 // the stars in the star field have a position and velocity typedef struct star { Vector2 pos; Vector2 vel; } star; void updateStar(star *s); void resetStar(star *s); int main(void) { // Initialization //-------------------------------------------------------------------------------------- star stars[numStars]; for (int n=0; n < numStars; n++) { resetStar(&stars[n]); } // progress all the stars on, so they don't all start in the centre for (int m=0; m < screenWidth / 2.0; m++) { for (int n=0; n screenWidth-128) spotVel[i].x = -spotVel[i].x; if (spotPos[i].y < 128) spotVel[i].y = -spotVel[i].y; if (spotPos[i].y > screenHeight-128) spotVel[i].y = -spotVel[i].y; SetShaderValue(spotShader, spotLoc[i], &spotPos[i].x, UNIFORM_VEC2); } // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground((Color){0,32,128,255}); // stars and bobs for (int n=0; n1)); (*s).pos = Vector2Add( (*s).pos, Vector2MultiplyV((*s).vel,(Vector2){8,8} )); } void updateStar(star *s) { (*s).pos = Vector2Add((*s).pos, (*s).vel); if ((*s).pos.x < 0 || (*s).pos.x > screenWidth || (*s).pos.y < 0 || (*s).pos.y > screenHeight) { resetStar(s); } }