2019-05-03 17:00:16 +03:00
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/*******************************************************************************************
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*
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* raylib [shapes] example - easings ball anim
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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2022-06-13 00:01:48 +03:00
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#include "easings.h" // Required for easing functions
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2019-05-03 17:00:16 +03:00
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2019-05-20 17:36:42 +03:00
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int main(void)
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2019-05-03 17:00:16 +03:00
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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// Ball variable value to be animated with easings
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int ballPositionX = -100;
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int ballRadius = 20;
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float ballAlpha = 0.0f;
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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int state = 0;
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int framesCounter = 0;
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2019-05-20 17:36:42 +03:00
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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2019-05-03 17:00:16 +03:00
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (state == 0) // Move ball position X with easing
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{
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framesCounter++;
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2021-10-25 11:21:16 +03:00
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ballPositionX = (int)EaseElasticOut((float)framesCounter, -100, screenWidth/2.0f + 100, 120);
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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if (framesCounter >= 120)
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{
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framesCounter = 0;
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state = 1;
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}
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}
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else if (state == 1) // Increase ball radius with easing
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{
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framesCounter++;
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2021-10-25 11:21:16 +03:00
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ballRadius = (int)EaseElasticIn((float)framesCounter, 20, 500, 200);
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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if (framesCounter >= 200)
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{
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framesCounter = 0;
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state = 2;
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}
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}
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else if (state == 2) // Change ball alpha with easing (background color blending)
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{
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framesCounter++;
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2021-10-25 11:21:16 +03:00
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ballAlpha = EaseCubicOut((float)framesCounter, 0.0f, 1.0f, 200);
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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if (framesCounter >= 200)
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{
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framesCounter = 0;
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state = 3;
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}
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}
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else if (state == 3) // Reset state to play again
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{
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2019-05-20 17:36:42 +03:00
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if (IsKeyPressed(KEY_ENTER))
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2019-05-03 17:00:16 +03:00
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{
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// Reset required variables to play again
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ballPositionX = -100;
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ballRadius = 20;
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ballAlpha = 0.0f;
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state = 0;
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}
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}
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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if (IsKeyPressed(KEY_R)) framesCounter = 0;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
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2021-10-25 11:21:16 +03:00
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DrawCircle(ballPositionX, 200, (float)ballRadius, Fade(RED, 1.0f - ballAlpha));
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
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2019-05-20 17:36:42 +03:00
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2019-05-03 17:00:16 +03:00
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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2019-05-20 17:36:42 +03:00
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//--------------------------------------------------------------------------------------
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2019-05-03 17:00:16 +03:00
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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