raylib/examples/shapes/shapes_collision_area.c

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/*******************************************************************************************
*
* raylib [shapes] example - collision area
*
* 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 <stdlib.h> // Required for abs()
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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 - collision area");
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// Box A: Moving box
Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
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int boxASpeedX = 4;
// Box B: Mouse moved box
Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
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Rectangle boxCollision = { 0 }; // Collision rectangle
int screenUpperLimit = 40; // Top menu limits
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bool pause = false; // Movement pause
bool collision = false; // Collision detection
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
//-----------------------------------------------------
// Move box if not paused
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if (!pause) boxA.x += boxASpeedX;
// Bounce box on x screen limits
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if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
// Update player-controlled-box (box02)
boxB.x = GetMouseX() - boxB.width/2;
boxB.y = GetMouseY() - boxB.height/2;
// Make sure Box B does not go out of move area limits
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if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
else if (boxB.x <= 0) boxB.x = 0;
if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
// Check boxes collision
collision = CheckCollisionRecs(boxA, boxB);
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// Get collision rectangle (only on collision)
if (collision) boxCollision = GetCollisionRec(boxA, boxB);
// Pause Box A movement
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if (IsKeyPressed(KEY_SPACE)) pause = !pause;
//-----------------------------------------------------
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// Draw
//-----------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
DrawRectangleRec(boxA, GOLD);
DrawRectangleRec(boxB, BLUE);
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if (collision)
{
// Draw collision area
DrawRectangleRec(boxCollision, LIME);
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// Draw collision message
DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
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// Draw collision area
DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
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}
DrawFPS(10, 10);
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EndDrawing();
//-----------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
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return 0;
}