mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-15 05:55:07 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
104 lines
3.9 KiB
C
104 lines
3.9 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
|
|
|
|
Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
|
|
Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
|
|
float scleraRadius = 80;
|
|
|
|
Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
|
|
Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
|
|
float irisRadius = 24;
|
|
|
|
float angle = 0.0f;
|
|
float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// 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;
|
|
} |