diff options
| author | Ray <[email protected]> | 2019-05-14 17:57:45 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-14 17:57:45 +0200 |
| commit | 5a27bcaf7115e46a5123e9857007d940998f0650 (patch) | |
| tree | 7179c6a1b4d700c9685dd51cc76cb2b2c90b9609 /examples/src/textures | |
| parent | 423fdd699225ee9686c44a606bf83272b4c77802 (diff) | |
| download | raylib.com-5a27bcaf7115e46a5123e9857007d940998f0650.tar.gz raylib.com-5a27bcaf7115e46a5123e9857007d940998f0650.zip | |
Review examples collection -WIP-
WARNING: Examples list has been reviewed but examples haven't been recompiled yet... that's not trivial...
Diffstat (limited to 'examples/src/textures')
| -rw-r--r-- | examples/src/textures/textures_background_scrolling.c | 87 | ||||
| -rw-r--r-- | examples/src/textures/textures_bunnymark.c | 116 | ||||
| -rw-r--r-- | examples/src/textures/textures_image_processing.c | 19 | ||||
| -rw-r--r-- | examples/src/textures/textures_image_text.c | 83 | ||||
| -rw-r--r-- | examples/src/textures/textures_npatch_drawing.c | 109 | ||||
| -rw-r--r-- | examples/src/textures/textures_raw_data.c | 14 | ||||
| -rw-r--r-- | examples/src/textures/textures_sprite_button.c | 97 | ||||
| -rw-r--r-- | examples/src/textures/textures_sprite_explosion.c | 120 | ||||
| -rw-r--r-- | examples/src/textures/textures_srcrec_dstrec.c | 8 |
9 files changed, 628 insertions, 25 deletions
diff --git a/examples/src/textures/textures_background_scrolling.c b/examples/src/textures/textures_background_scrolling.c new file mode 100644 index 0000000..2be0810 --- /dev/null +++ b/examples/src/textures/textures_background_scrolling.c @@ -0,0 +1,87 @@ +/******************************************************************************************* +* +* raylib [textures] example - Background scrolling +* +* This example has been created using raylib 2.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2019 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - background scrolling"); + + // NOTE: Be careful, background width must be equal or bigger than screen width + // if not, texture should be draw more than two times for scrolling effect + Texture2D background = LoadTexture("resources/cyberpunk_street_background.png"); + Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png"); + Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png"); + + float scrollingBack = 0; + float scrollingMid = 0; + float scrollingFore = 0; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + scrollingBack -= 0.1f; + scrollingMid -= 0.5f; + scrollingFore -= 1.0f; + + // NOTE: Texture is scaled twice its size, so it sould be considered on scrolling + if (scrollingBack <= -background.width*2) scrollingBack = 0; + if (scrollingMid <= -midground.width*2) scrollingMid = 0; + if (scrollingFore <= -foreground.width*2) scrollingFore = 0; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(GetColor(0x052c46ff)); + + // Draw background image twice + // NOTE: Texture is scaled twice its size + DrawTextureEx(background, (Vector2){ scrollingBack, 20 }, 0.0f, 2.0f, WHITE); + DrawTextureEx(background, (Vector2){ background.width*2 + scrollingBack, 20 }, 0.0f, 2.0f, WHITE); + + // Draw midground image twice + DrawTextureEx(midground, (Vector2){ scrollingMid, 20 }, 0.0f, 2.0f, WHITE); + DrawTextureEx(midground, (Vector2){ midground.width*2 + scrollingMid, 20 }, 0.0f, 2.0f, WHITE); + + // Draw foreground image twice + DrawTextureEx(foreground, (Vector2){ scrollingFore, 70 }, 0.0f, 2.0f, WHITE); + DrawTextureEx(foreground, (Vector2){ foreground.width*2 + scrollingFore, 70 }, 0.0f, 2.0f, WHITE); + + DrawText("BACKGROUND SCROLLING & PARALLAX", 10, 10, 20, RED); + DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, RAYWHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(background); // Unload background texture + UnloadTexture(midground); // Unload midground texture + UnloadTexture(foreground); // Unload foreground texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_bunnymark.c b/examples/src/textures/textures_bunnymark.c new file mode 100644 index 0000000..7607883 --- /dev/null +++ b/examples/src/textures/textures_bunnymark.c @@ -0,0 +1,116 @@ +/******************************************************************************************* +* +* raylib [textures] example - Bunnymark +* +* This example has been created using raylib 1.6 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdlib.h> // Required for: malloc(), free() + +#define MAX_BUNNIES 100000 // 100K bunnies limit + +// This is the maximum amount of elements (quads) per batch +// NOTE: This value is defined in [rlgl] module and can be changed there +#define MAX_BATCH_ELEMENTS 8192 + +typedef struct Bunny { + Vector2 position; + Vector2 speed; + Color color; +} Bunny; + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark"); + + Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png"); + + Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array + + int bunniesCount = 0; // Bunnies counter + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + { + // Create more bunnies + for (int i = 0; i < 100; i++) + { + bunnies[bunniesCount].position = GetMousePosition(); + bunnies[bunniesCount].speed.x = (float)GetRandomValue(-250, 250)/60.0f; + bunnies[bunniesCount].speed.y = (float)GetRandomValue(-250, 250)/60.0f; + bunnies[bunniesCount].color = (Color){ GetRandomValue(50, 240), + GetRandomValue(80, 240), + GetRandomValue(100, 240), 255 }; + bunniesCount++; + } + } + + // Update bunnies + for (int i = 0; i < bunniesCount; i++) + { + bunnies[i].position.x += bunnies[i].speed.x; + bunnies[i].position.y += bunnies[i].speed.y; + + if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) || + ((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1; + if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) || + ((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + for (int i = 0; i < bunniesCount; i++) + { + // NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS), + // a draw call is launched and buffer starts being filled again; + // before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU... + // Process of sending data is costly and it could happen that GPU data has not been completely + // processed for drawing while new data is tried to be sent (updating current in-use buffers) + // it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies + DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, bunnies[i].color); + } + + DrawRectangle(0, 0, screenWidth, 40, BLACK); + DrawText(FormatText("bunnies: %i", bunniesCount), 120, 10, 20, GREEN); + DrawText(FormatText("batched draw calls: %i", 1 + bunniesCount/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + free(bunnies); // Unload bunnies data array + + UnloadTexture(texBunny); // Unload bunny texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/src/textures/textures_image_processing.c b/examples/src/textures/textures_image_processing.c index 58b746e..6d33d95 100644 --- a/examples/src/textures/textures_image_processing.c +++ b/examples/src/textures/textures_image_processing.c @@ -51,7 +51,7 @@ int main() // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM) - ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) + ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM) int currentProcess = NONE; @@ -59,7 +59,7 @@ int main() Rectangle selectRecs[NUM_PROCESSES]; - for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 }; + for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f }; SetTargetFPS(60); //--------------------------------------------------------------------------------------- @@ -121,18 +121,9 @@ int main() // Draw rectangles for (int i = 0; i < NUM_PROCESSES; i++) { - if (i == currentProcess) - { - DrawRectangleRec(selectRecs[i], SKYBLUE); - DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE); - DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE); - } - else - { - DrawRectangleRec(selectRecs[i], LIGHTGRAY); - DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY); - DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY); - } + DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY); + DrawRectangleLines((int)selectRecs[i].x, (int) selectRecs[i].y, (int) selectRecs[i].width, (int) selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY); + DrawText( processText[i], (int)( selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY); } DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE); diff --git a/examples/src/textures/textures_image_text.c b/examples/src/textures/textures_image_text.c new file mode 100644 index 0000000..ce91fbf --- /dev/null +++ b/examples/src/textures/textures_image_text.c @@ -0,0 +1,83 @@ +/******************************************************************************************* +* +* raylib [texture] example - Image text drawing using TTF generated spritefont +* +* This example has been created using raylib 1.8 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2017 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing"); + + // TTF Font loading with custom generation parameters + Font font = LoadFontEx("resources/KAISG.ttf", 64, 0, 0); + + Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM) + + // Draw over image using custom font + ImageDrawTextEx(&parrots, (Vector2){ 20.0f, 20.0f }, font, "[Parrots font drawing]", (float)font.baseSize, 0.0f, RED); + + Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM) + UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM + + Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) }; + + bool showFont = false; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyDown(KEY_SPACE)) showFont = true; + else showFont = false; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!showFont) + { + // Draw texture with text already drawn inside + DrawTextureV(texture, position, WHITE); + + // Draw text directly using sprite font + DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20, + position.y + 20 + 280 }, (float)font.baseSize, 0.0f, WHITE); + } + else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK); + + DrawText("PRESS SPACE to SEE USED SPRITEFONT ", 290, 420, 10, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Texture unloading + + UnloadFont(font); // Unload custom spritefont + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_npatch_drawing.c b/examples/src/textures/textures_npatch_drawing.c new file mode 100644 index 0000000..0514efe --- /dev/null +++ b/examples/src/textures/textures_npatch_drawing.c @@ -0,0 +1,109 @@ +/******************************************************************************************* +* +* raylib [textures] example - N-patch drawing +* +* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) +* +* This example has been created using raylib 2.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by Jorge A. Gomes (@overdev) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2018 Jorge A. Gomes (@overdev) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - N-patch drawing"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png"); + + Vector2 mousePosition = { 0 }; + Vector2 origin = { 0.0f, 0.0f }; + + // Position and size of the n-patches + Rectangle dstRec1 = { 480.0f, 160.0f, 32.0f, 32.0f }; + Rectangle dstRec2 = { 160.0f, 160.0f, 32.0f, 32.0f }; + Rectangle dstRecH = { 160.0f, 93.0f, 32.0f, 32.0f }; + Rectangle dstRecV = { 92.0f, 160.0f, 32.0f, 32.0f }; + + // A 9-patch (NPT_9PATCH) changes its sizes in both axis + NPatchInfo ninePatchInfo1 = { (Rectangle){ 0.0f, 0.0f, 64.0f, 64.0f }, 12, 40, 12, 12, NPT_9PATCH }; + NPatchInfo ninePatchInfo2 = { (Rectangle){ 0.0f, 128.0f, 64.0f, 64.0f }, 16, 16, 16, 16, NPT_9PATCH }; + + // A horizontal 3-patch (NPT_3PATCH_HORIZONTAL) changes its sizes along the x axis only + NPatchInfo h3PatchInfo = { (Rectangle){ 0.0f, 64.0f, 64.0f, 64.0f }, 8, 8, 8, 8, NPT_3PATCH_HORIZONTAL }; + + // A vertical 3-patch (NPT_3PATCH_VERTICAL) changes its sizes along the y axis only + NPatchInfo v3PatchInfo = { (Rectangle){ 0.0f, 192.0f, 64.0f, 64.0f }, 6, 6, 6, 6, NPT_3PATCH_VERTICAL }; + + SetTargetFPS(60); + //--------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + mousePosition = GetMousePosition(); + + // Resize the n-patches based on mouse position + dstRec1.width = mousePosition.x - dstRec1.x; + dstRec1.height = mousePosition.y - dstRec1.y; + dstRec2.width = mousePosition.x - dstRec2.x; + dstRec2.height = mousePosition.y - dstRec2.y; + dstRecH.width = mousePosition.x - dstRecH.x; + dstRecV.height = mousePosition.y - dstRecV.y; + + // Set a minimum width and/or height + if (dstRec1.width < 1.0f) dstRec1.width = 1.0f; + if (dstRec1.width > 300.0f) dstRec1.width = 300.0f; + if (dstRec1.height < 1.0f) dstRec1.height = 1.0f; + if (dstRec2.width < 1.0f) dstRec2.width = 1.0f; + if (dstRec2.width > 300.0f) dstRec2.width = 300.0f; + if (dstRec2.height < 1.0f) dstRec2.height = 1.0f; + if (dstRecH.width < 1.0f) dstRecH.width = 1.0f; + if (dstRecV.height < 1.0f) dstRecV.height = 1.0f; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw the n-patches + DrawTextureNPatch(nPatchTexture, ninePatchInfo2, dstRec2, origin, 0.0f, WHITE); + DrawTextureNPatch(nPatchTexture, ninePatchInfo1, dstRec1, origin, 0.0f, WHITE); + DrawTextureNPatch(nPatchTexture, h3PatchInfo, dstRecH, origin, 0.0f, WHITE); + DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE); + + // Draw the source texture + DrawRectangleLines(5, 88, 74, 266, BLUE); + DrawTexture(nPatchTexture, 10, 93, WHITE); + DrawText("TEXTURE", 15, 360, 10, DARKGRAY); + + DrawText("Move the mouse to stretch or shrink the n-patches", 10, 20, 20, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(nPatchTexture); // Texture unloading + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/src/textures/textures_raw_data.c b/examples/src/textures/textures_raw_data.c index b038792..481bd66 100644 --- a/examples/src/textures/textures_raw_data.c +++ b/examples/src/textures/textures_raw_data.c @@ -32,8 +32,8 @@ int main() UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data // Generate a checked texture by code (1024x1024 pixels) - int width = 1024; - int height = 1024; + int width = 960; + int height = 480; // Dynamic memory allocation to store pixels data (Color type) Color *pixels = (Color *)malloc(width*height*sizeof(Color)); @@ -42,8 +42,8 @@ int main() { for (int x = 0; x < width; x++) { - if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE; - else pixels[y*height + x] = GOLD; + if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE; + else pixels[y*width + x] = GOLD; } } @@ -73,9 +73,9 @@ int main() DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f)); DrawTexture(fudesumi, 430, -30, WHITE); - DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN); - DrawText("GENERATED by CODE", 72, 164, 30, BROWN); - DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN); + DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN); + DrawText("GENERATED by CODE", 72, 148, 30, BROWN); + DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN); DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN); diff --git a/examples/src/textures/textures_sprite_button.c b/examples/src/textures/textures_sprite_button.c new file mode 100644 index 0000000..bbd5732 --- /dev/null +++ b/examples/src/textures/textures_sprite_button.c @@ -0,0 +1,97 @@ +/******************************************************************************************* +* +* raylib [textures] example - sprite button +* +* This example has been created using raylib 2.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2019 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button"); + + InitAudioDevice(); // Initialize audio device + + Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound + Texture2D button = LoadTexture("resources/button.png"); // Load button texture + + // Define frame rectangle for drawing + int frameHeight = button.height/NUM_FRAMES; + Rectangle sourceRec = { 0, 0, button.width, frameHeight }; + + // Define button bounds on screen + Rectangle btnBounds = { screenWidth/2 - button.width/2, screenHeight/2 - button.height/NUM_FRAMES/2, button.width, frameHeight }; + + int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED + bool btnAction = false; // Button action should be activated + + Vector2 mousePoint = { 0.0f, 0.0f }; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + mousePoint = GetMousePosition(); + btnAction = false; + + // Check button state + if (CheckCollisionPointRec(mousePoint, btnBounds)) + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) btnState = 2; + else btnState = 1; + + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) btnAction = true; + } + else btnState = 0; + + if (btnAction) + { + PlaySound(fxButton); + + // TODO: Any desired action + } + + // Calculate button frame rectangle to draw depending on button state + sourceRec.y = btnState*frameHeight; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(button); // Unload button texture + UnloadSound(fxButton); // Unload sound + + CloseAudioDevice(); // Close audio device + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_sprite_explosion.c b/examples/src/textures/textures_sprite_explosion.c new file mode 100644 index 0000000..aa10a76 --- /dev/null +++ b/examples/src/textures/textures_sprite_explosion.c @@ -0,0 +1,120 @@ +/******************************************************************************************* +* +* raylib [textures] example - sprite explosion +* +* This example has been created using raylib 2.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define NUM_FRAMES 8 +#define NUM_LINES 6 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion"); + + InitAudioDevice(); + + // Load explosion sound + Sound fxBoom = LoadSound("resources/boom.wav"); + + // Load explosion texture + Texture2D explosion = LoadTexture("resources/explosion2.png"); + + // Init variables for animation + int frameWidth = explosion.width/NUM_FRAMES; // Sprite one frame rectangle width + int frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height + int currentFrame = 0; + int currentLine = 0; + + Rectangle frameRec = { 0, 0, frameWidth, frameHeight }; + Vector2 position = { 0, 0 }; + + bool active = false; + int framesCounter = 0; + + SetTargetFPS(120); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // Check for mouse button pressed and activate explosion (if not active) + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active) + { + position = GetMousePosition(); + active = true; + + position.x -= frameWidth/2; + position.y -= frameHeight/2; + + PlaySound(fxBoom); + } + + // Compute explosion animation frames + if (active) + { + framesCounter++; + + if (framesCounter > 2) + { + currentFrame++; + + if (currentFrame >= NUM_FRAMES) + { + currentFrame = 0; + currentLine++; + + if (currentLine >= NUM_LINES) + { + currentLine = 0; + active = false; + } + } + + framesCounter = 0; + } + } + + frameRec.x = frameWidth*currentFrame; + frameRec.y = frameHeight*currentLine; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw explosion required frame rectangle + if (active) DrawTextureRec(explosion, frameRec, position, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(explosion); // Unload texture + UnloadSound(fxBoom); // Unload sound + + CloseAudioDevice(); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/src/textures/textures_srcrec_dstrec.c b/examples/src/textures/textures_srcrec_dstrec.c index cc08eb5..298a0c6 100644 --- a/examples/src/textures/textures_srcrec_dstrec.c +++ b/examples/src/textures/textures_srcrec_dstrec.c @@ -27,13 +27,13 @@ int main() int frameHeight = scarfy.height; // NOTE: Source rectangle (part of the texture to use for drawing) - Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight }; + Rectangle sourceRec = { 0.0f, 0.0f, frameWidth, frameHeight }; // NOTE: Destination rectangle (screen rectangle where drawing part of texture) - Rectangle destRec = { (float)screenWidth/2, (float)screenHeight/2, (float)frameWidth*2, (float)frameHeight*2 }; + Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 }; // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size - Vector2 origin = { (float)frameWidth, (float)frameHeight }; + Vector2 origin = { frameWidth, frameHeight }; int rotation = 0; @@ -61,7 +61,7 @@ int main() // rotation defines the texture rotation (using origin as rotation point) DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE); - DrawLine((int) destRec.x, 0, (int) destRec.x, screenHeight, GRAY); + DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY); DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY); DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY); |
