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Diffstat (limited to 'examples/shapes/shapes_following_eyes.c')
| -rw-r--r-- | examples/shapes/shapes_following_eyes.c | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/examples/shapes/shapes_following_eyes.c b/examples/shapes/shapes_following_eyes.c new file mode 100644 index 00000000..e99a7e07 --- /dev/null +++ b/examples/shapes/shapes_following_eyes.c @@ -0,0 +1,104 @@ +/******************************************************************************************* +* +* 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() + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes"); + + Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 }; + Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 }; + float scleraRadius = 80; + + Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 }; + Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2}; + float irisRadius = 24; + + float angle; + float dx, dy, dxx, dyy; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + irisLeftPosition = GetMousePosition(); + irisRightPosition = GetMousePosition(); + + // 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(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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