raylib/examples/shapes/shapes_basic_shapes.c

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/*******************************************************************************************
*
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
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int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
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// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
DrawCircle(screenWidth/4, 120, 35, DARKBLUE);
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
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DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
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DrawTriangle((Vector2){screenWidth/4*3, 80},
(Vector2){screenWidth/4*3 - 60, 150},
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(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
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DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE);
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
// this way, all LINES are rendered in a single draw pass
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
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DrawTriangleLines((Vector2){screenWidth/4*3, 160},
(Vector2){screenWidth/4*3 - 20, 230},
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(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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return 0;
}