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authorraysan5 <[email protected]>2017-04-17 16:42:01 +0200
committerraysan5 <[email protected]>2017-04-17 16:42:01 +0200
commit881f134f4d2fb4419d50382284e19b4f8ca4660e (patch)
tree065658f8b462dd76837f849450bdd3895134121a /docs/examples/src/textures
parent3e082f1d6251e366d7be6019d0950ea7a9e6b5b4 (diff)
downloadraylib-881f134f4d2fb4419d50382284e19b4f8ca4660e.tar.gz
raylib-881f134f4d2fb4419d50382284e19b4f8ca4660e.zip
Review and recompile web examples
Diffstat (limited to 'docs/examples/src/textures')
-rw-r--r--docs/examples/src/textures/textures_particles_blending.c135
-rw-r--r--docs/examples/src/textures/textures_raw_data.c24
-rw-r--r--docs/examples/src/textures/textures_rectangle.c55
-rw-r--r--docs/examples/src/textures/textures_srcrec_dstrec.c12
4 files changed, 193 insertions, 33 deletions
diff --git a/docs/examples/src/textures/textures_particles_blending.c b/docs/examples/src/textures/textures_particles_blending.c
new file mode 100644
index 00000000..842ac77d
--- /dev/null
+++ b/docs/examples/src/textures/textures_particles_blending.c
@@ -0,0 +1,135 @@
+/*******************************************************************************************
+*
+* raylib example - particles blending
+*
+* This example has been created using raylib 1.7 (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"
+
+#define MAX_PARTICLES 200
+
+// Particle structure with basic data
+typedef struct {
+ Vector2 position;
+ Color color;
+ float alpha;
+ float size;
+ float rotation;
+ bool active; // NOTE: Use it to activate/deactive particle
+} Particle;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
+
+ // Particles pool, reuse them!
+ Particle mouseTail[MAX_PARTICLES];
+
+ // Initialize particles
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ mouseTail[i].position = (Vector2){ 0, 0 };
+ mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
+ mouseTail[i].alpha = 1.0f;
+ mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
+ mouseTail[i].rotation = GetRandomValue(0, 360);
+ mouseTail[i].active = false;
+ }
+
+ float gravity = 3.0f;
+
+ Texture2D smoke = LoadTexture("resources/smoke.png");
+
+ int blending = BLEND_ALPHA;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Activate one particle every frame and Update active particles
+ // NOTE: Particles initial position should be mouse position when activated
+ // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
+ // NOTE: When a particle disappears, active = false and it can be reused.
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ if (!mouseTail[i].active)
+ {
+ mouseTail[i].active = true;
+ mouseTail[i].alpha = 1.0f;
+ mouseTail[i].position = GetMousePosition();
+ i = MAX_PARTICLES;
+ }
+ }
+
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ if (mouseTail[i].active)
+ {
+ mouseTail[i].position.y += gravity;
+ mouseTail[i].alpha -= 0.01f;
+
+ if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
+
+ mouseTail[i].rotation += 5.0f;
+ }
+ }
+
+ if (IsKeyPressed(KEY_SPACE))
+ {
+ if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
+ else blending = BLEND_ALPHA;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(DARKGRAY);
+
+ BeginBlendMode(blending);
+
+ // Draw active particles
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height },
+ (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
+ (Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation,
+ Fade(mouseTail[i].color, mouseTail[i].alpha));
+ }
+
+ EndBlendMode();
+
+ DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
+
+ if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
+ else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(smoke);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/docs/examples/src/textures/textures_raw_data.c b/docs/examples/src/textures/textures_raw_data.c
index d1922180..b038792b 100644
--- a/docs/examples/src/textures/textures_raw_data.c
+++ b/docs/examples/src/textures/textures_raw_data.c
@@ -27,9 +27,9 @@ int main()
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
// Load RAW image data (512x512, 32bit RGBA, no file header)
- Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
- Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
- UnloadImage(sonicRaw); // Unload CPU (RAM) image data
+ Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
+ Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
+ UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code (1024x1024 pixels)
int width = 1024;
@@ -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] = DARKBLUE;
- else pixels[y*height + x] = SKYBLUE;
+ if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
+ else pixels[y*height + x] = GOLD;
}
}
@@ -70,12 +70,14 @@ int main()
ClearBackground(RAYWHITE);
- DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
- DrawTexture(sonic, 330, -20, WHITE);
+ 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, DARKBLUE);
- DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
- DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
+ 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("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -83,7 +85,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadTexture(sonic); // Texture unloading
+ UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checked); // Texture unloading
CloseWindow(); // Close window and OpenGL context
diff --git a/docs/examples/src/textures/textures_rectangle.c b/docs/examples/src/textures/textures_rectangle.c
index cca5b216..c90db8ac 100644
--- a/docs/examples/src/textures/textures_rectangle.c
+++ b/docs/examples/src/textures/textures_rectangle.c
@@ -11,6 +11,9 @@
#include "raylib.h"
+#define MAX_FRAME_SPEED 15
+#define MIN_FRAME_SPEED 1
+
int main()
{
// Initialization
@@ -21,11 +24,16 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
- Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
+ Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
- Vector2 position = { 350.0f, 240.0f };
- Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
+ Vector2 position = { 350.0f, 280.0f };
+ Rectangle frameRec = { 0, 0, scarfy.width/6, scarfy.height };
int currentFrame = 0;
+
+ int framesCounter = 0;
+ int framesSpeed = 8; // Number of spritesheet frames shown by second
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -33,14 +41,23 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_RIGHT))
+ framesCounter++;
+
+ if (framesCounter >= (60/framesSpeed))
{
+ framesCounter = 0;
currentFrame++;
- if (currentFrame > 6) currentFrame = 0;
+ if (currentFrame > 5) currentFrame = 0;
- frameRec.x = currentFrame*guybrush.width/7;
+ frameRec.x = currentFrame*scarfy.width/6;
}
+
+ if (IsKeyPressed(KEY_RIGHT)) framesSpeed++;
+ else if (IsKeyPressed(KEY_LEFT)) framesSpeed--;
+
+ if (framesSpeed > MAX_FRAME_SPEED) framesSpeed = MAX_FRAME_SPEED;
+ else if (framesSpeed < MIN_FRAME_SPEED) framesSpeed = MIN_FRAME_SPEED;
//----------------------------------------------------------------------------------
// Draw
@@ -49,19 +66,23 @@ int main()
ClearBackground(RAYWHITE);
- DrawTexture(guybrush, 35, 40, WHITE);
- DrawRectangleLines(35, 40, guybrush.width, guybrush.height, LIME);
-
- DrawTextureRec(guybrush, frameRec, position, WHITE); // Draw part of the texture
+ DrawTexture(scarfy, 15, 40, WHITE);
+ DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
+ DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
- DrawRectangleLines(35 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
+ DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
+ DrawText(FormatText("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
+ DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY);
- DrawText("PRESS RIGHT KEY to", 540, 310, 10, GRAY);
- DrawText("CHANGE DRAWING RECTANGLE", 520, 330, 10, GRAY);
+ for (int i = 0; i < MAX_FRAME_SPEED; i++)
+ {
+ if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
+ DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
+ }
- DrawText("Guybrush Ulysses Threepwood,", 100, 300, 10, GRAY);
- DrawText("main character of the Monkey Island series", 80, 320, 10, GRAY);
- DrawText("of computer adventure games by LucasArts.", 80, 340, 10, GRAY);
+ DrawTextureRec(scarfy, frameRec, position, WHITE); // Draw part of the texture
+
+ DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -69,7 +90,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadTexture(guybrush); // Texture unloading
+ UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/docs/examples/src/textures/textures_srcrec_dstrec.c b/docs/examples/src/textures/textures_srcrec_dstrec.c
index 6d824ce6..53ffd1d0 100644
--- a/docs/examples/src/textures/textures_srcrec_dstrec.c
+++ b/docs/examples/src/textures/textures_srcrec_dstrec.c
@@ -21,10 +21,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
- Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
+ Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
- int frameWidth = guybrush.width/7;
- int frameHeight = guybrush.height;
+ int frameWidth = scarfy.width/6;
+ int frameHeight = scarfy.height;
// NOTE: Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
@@ -59,10 +59,12 @@ int main()
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
// origin defines the point of the texture used as reference for rotation and scaling
// rotation defines the texture rotation (using origin as rotation point)
- DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
+ DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE);
DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
+
+ DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -70,7 +72,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadTexture(guybrush); // Texture unloading
+ UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------