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/*******************************************************************************************
*
* raylib [shapes] example - following eyes
*
* 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) 2013-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for: atan2f()
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Vector2 scleraLeftPosition = { 0 };
Vector2 scleraRightPosition = { 0 };
float scleraRadius = 80;
Vector2 irisLeftPosition = { 0 };
Vector2 irisRightPosition = { 0 };
float irisRadius = 24;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Program Main Entry Point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
scleraLeftPosition = (Vector2){ GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
scleraRightPosition = (Vector2){ GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
irisLeftPosition = (Vector2){ GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
irisRightPosition = (Vector2){ GetScreenWidth()/2 + 100, GetScreenHeight()/2};
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition();
irisRightPosition = GetMousePosition();
float angle = 0.0f;
float dx, dy, dxx, dyy;
// Check not inside the left eye sclera
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
{
dx = irisLeftPosition.x - scleraLeftPosition.x;
dy = irisLeftPosition.y - scleraLeftPosition.y;
angle = atan2f(dy, dx);
dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);
irisLeftPosition.x = scleraLeftPosition.x + dxx;
irisLeftPosition.y = scleraLeftPosition.y + dyy;
}
// Check not inside the right eye sclera
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
{
dx = irisRightPosition.x - scleraRightPosition.x;
dy = irisRightPosition.y - scleraRightPosition.y;
angle = atan2f(dy, dx);
dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);
irisRightPosition.x = scleraRightPosition.x + dxx;
irisRightPosition.y = scleraRightPosition.y + dyy;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisLeftPosition, irisRadius, BROWN);
DrawCircleV(irisLeftPosition, 10, BLACK);
DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
DrawCircleV(irisRightPosition, 10, BLACK);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
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