4
.gitignore
vendored
@ -59,4 +59,6 @@ xcschememanagement.plist
|
||||
.DS_Store
|
||||
._.*
|
||||
xcuserdata/
|
||||
DerivedData/
|
||||
DerivedData/
|
||||
*.dll
|
||||
src/libraylib.a
|
@ -41,7 +41,7 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
|
||||
3d models
|
||||
---------
|
||||
|
||||
dwarf 3d model used in examples is created by Daniel Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
|
||||
dwarf 3d model used in examples is created by David Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
|
||||
|
||||
Full license provided below:
|
||||
|
||||
@ -378,4 +378,4 @@ Creative Commons Notice
|
||||
available upon request from time to time. For the avoidance of doubt,
|
||||
this trademark restriction does not form part of the License.
|
||||
|
||||
Creative Commons may be contacted at https://creativecommons.org/.
|
||||
Creative Commons may be contacted at https://creativecommons.org/.
|
||||
|
152
README.md
@ -34,7 +34,7 @@ I've coded quite a lot in C# and XNA and I really love it (in fact, my students
|
||||
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
|
||||
raylib to XNA, MonoGame or similar libs extremely easily.
|
||||
|
||||
raylib started as a weekend project and after three months of hard work, first version was published.
|
||||
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
|
||||
|
||||
Enjoy it.
|
||||
|
||||
@ -99,14 +99,37 @@ Most of the examples have been completely rewritten and +10 new examples have be
|
||||
|
||||
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
|
||||
|
||||
notes on raylib 1.4
|
||||
-------------------
|
||||
|
||||
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4.
|
||||
|
||||
Lots of parts of the library have been reviewed to better accomodate to shaders systems and multiple new features have been added.
|
||||
|
||||
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TTF fonts (using stb_truetype).
|
||||
|
||||
Finally, raycast system for 3D picking is working, including some ray collision-detection functions.
|
||||
|
||||
A set of Image manipulation functions have been added to crop, resize, colorize, dither and even draw image-to-image or text-to-image.
|
||||
|
||||
Two new functions added for persistent data storage.
|
||||
|
||||
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module!
|
||||
|
||||
Complete LUA scripting support to allow raylib usage from LUA and LUA scripts support within raylib.
|
||||
|
||||
Up to 8 new examples have been added to show the new raylib features.
|
||||
|
||||
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.4.
|
||||
|
||||
features
|
||||
--------
|
||||
|
||||
* Written in plain C code (C99)
|
||||
* Uses C# PascalCase/camelCase notation
|
||||
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
|
||||
* Unique OpenGL abstraction layer: [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
|
||||
* Powerful fonts module with SpriteFonts support
|
||||
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
|
||||
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||
* Outstanding texture formats support, including compressed formats
|
||||
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
|
||||
@ -145,126 +168,12 @@ Since raylib v1.1, you can download a Windows Installer package for easy install
|
||||
building source (generate libraylib.a)
|
||||
--------------------------------------
|
||||
|
||||
**Building raylib sources on desktop platforms:**
|
||||
|
||||
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/src/` folder and type:
|
||||
|
||||
mingw32-make PLATFORM=PLATFORM_DESKTOP
|
||||
|
||||
NOTE: By default raylib compiles using OpenGL 1.1 to maximize compatibility; to use OpenGL 3.3 just type:
|
||||
|
||||
mingw32-make PLATFORM=PLATFORM_DESKTOP GRAPHICS=GRAPHICS_API_OPENGL_33
|
||||
|
||||
**Building raylib sources on Raspberry Pi:**
|
||||
|
||||
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
|
||||
|
||||
sudo apt-get install openal1
|
||||
|
||||
_Step 2._ Navigate from command line to `raylib/src/` folder and type:
|
||||
|
||||
make
|
||||
|
||||
**Building raylib sources for Android:**
|
||||
|
||||
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
|
||||
|
||||
> Download and decompress on C: [Android SDK r23](http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
|
||||
|
||||
> Download and decompress on C: [Android NDK r10b](http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
|
||||
|
||||
> Download and decompress on C: [Apache Ant 1.9.4](http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
|
||||
|
||||
_Step 2._ Create the following environment variables with the correct paths:
|
||||
|
||||
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
|
||||
ANDROID_NDK_ROOT = C:\android-ndk-r10b
|
||||
ANT_HOME = C:\apache-ant-1.9.4
|
||||
|
||||
_Step 3._ Navigate from command line to folder `raylib/template_android/` and type:
|
||||
|
||||
%ANDROID_NDK_ROOT%\ndk-build
|
||||
|
||||
NOTE: libraylib.a will be generated in folder `raylib/src_android/obj/local/armeabi/`, it must be copied
|
||||
to Android project; if using `raylib/template_android` project, copy it to `raylib/template_android/jni/libs/`.
|
||||
|
||||
**Building raylib sources for Web (HTML5)**
|
||||
|
||||
_Step 1._ Make sure you have installed emscripten SDK:
|
||||
|
||||
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
|
||||
|
||||
_Step 2._ Open `raylib/src/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
|
||||
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
|
||||
|
||||
building examples
|
||||
-----------------
|
||||
|
||||
**Building raylib examples on desktop platforms:**
|
||||
|
||||
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/examples/` folder and type:
|
||||
|
||||
mingw32-make PLATFORM=PLATFORM_DESKTOP
|
||||
|
||||
NOTE: Make sure the following libs (and their headers) are placed on their respectibe MinGW folders:
|
||||
|
||||
libglfw3.a - GLFW3 (static version)
|
||||
libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2
|
||||
libopenal32.a - OpenAL Soft, audio device management
|
||||
|
||||
**Building raylib examples on Raspberry Pi:**
|
||||
|
||||
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
|
||||
|
||||
sudo apt-get install openal1
|
||||
|
||||
_Step 2._ Navigate from command line to `raylib/examples/` folder and type:
|
||||
|
||||
make
|
||||
|
||||
**Building raylib examples for HTML5 (emscripten):**
|
||||
|
||||
_Step 1._ Make sure you have installed emscripten SDK:
|
||||
|
||||
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
|
||||
|
||||
_Step 2._ Open `raylib/examples/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
|
||||
|
||||
NOTE: At this moment, raylib examples are not ready to directly compile for HTML5, code needs to be reorganized due to the way web browsers work. To see how code should be refactored to fit compilation for web, check [core_basic_window_web.c](https://github.com/raysan5/raylib/blob/master/examples/core_basic_window_web.c) example.
|
||||
|
||||
**Building raylib project for Android (using template):**
|
||||
|
||||
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
|
||||
|
||||
> Download and decompress on C: [Android SDK r23] (http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
|
||||
|
||||
> Download and decompress on C: [Android NDK r10b] (http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
|
||||
|
||||
> Download and decompress on C: [Apache Ant 1.9.4] (http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
|
||||
|
||||
_Step 2._ Create the following environment variables with the correct paths:
|
||||
|
||||
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
|
||||
ANDROID_NDK_ROOT = C:\android-ndk-r10b
|
||||
ANT_HOME = C:\apache-ant-1.9.4
|
||||
|
||||
_Step 3._ To compile project, navigate from command line to folder `raylib/template_android/` and type:
|
||||
|
||||
%ANDROID_NDK_ROOT%\ndk-build
|
||||
|
||||
_Step 4._ To generate APK, navigate to folder `raylib/template_android/` and type:
|
||||
|
||||
%ANT_HOME%\bin\ant debug
|
||||
|
||||
_Step 5:_ To install APK into connected device (previously intalled drivers and activated USB debug mode on device):
|
||||
|
||||
%ANT_HOME%\bin\ant installd
|
||||
|
||||
_Step 6:_ To view log output from device:
|
||||
|
||||
%ANDROID_SDK_TOOLS%\adb logcat -c
|
||||
%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
|
||||
|
||||
**If you have any doubt, [just let me know][raysan5].**
|
||||
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
|
||||
|
||||
contact
|
||||
-------
|
||||
@ -292,6 +201,9 @@ The following people have contributed in some way to make raylib project a reali
|
||||
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Sergio Martinez for helping on raygui development and tools development.
|
||||
- Victor Fisac for developing physics raylib module (physac) and implementing light shaders and raycast system... and multiple tools and games.
|
||||
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
|
||||
|
||||
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
|
||||
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
|
||||
|
13
ROADMAP.md
@ -8,14 +8,17 @@ Around the source code there are multiple TODO points with pending revisions/bug
|
||||
|
||||
raylib v1.4
|
||||
|
||||
- TTF fonts support (using stb_truetype)
|
||||
- Raycast system for 3D picking (including collisions detection)
|
||||
[DONE] TTF fonts support (using stb_truetype)
|
||||
[DONE] Raycast system for 3D picking (including collisions detection)
|
||||
[DONE] Floyd-Steinberg dithering on 16bit image format conversion
|
||||
[DONE] Basic image manipulation functions (crop, resize, draw...)
|
||||
[DONE] Storage load/save data functionality
|
||||
[DONE] Physics module
|
||||
[IN PROGRESS] LUA scripting support (wrapper to lua lib)
|
||||
- Remove GLEW dependency (use another solution... glad?)
|
||||
- Floyd-Steinberg dithering on 16bit image format conversion
|
||||
- Basic image manipulation functions (crop, resize, draw...)
|
||||
- Basic image procedural generation (spot, gradient, noise...)
|
||||
- Basic GPU stats sytem (memory, draws, time...)
|
||||
- LUA scripting support (wrapper to lua lib)
|
||||
|
||||
|
||||
Check [GITHUB ISSUES][issues] for further details on implementation status for this features!
|
||||
|
||||
|
@ -27,7 +27,7 @@ int main()
|
||||
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
|
||||
|
||||
int framesCounter = 0;
|
||||
float timePlayed = 0;
|
||||
float timePlayed = 0.0f;
|
||||
//float volume = 1.0;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
@ -26,6 +26,8 @@ int main()
|
||||
|
||||
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -22,8 +22,8 @@ int main()
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
// Define the camera to look into our 3d world (position, target, up vector)
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS];
|
||||
@ -37,7 +37,7 @@ int main()
|
||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||
}
|
||||
|
||||
Vector3 playerPosition = { 4, 2, 4 }; // Define player position
|
||||
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
||||
|
||||
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
|
||||
@ -60,16 +60,16 @@ int main()
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
|
||||
DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
|
||||
DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
|
||||
DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
|
||||
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
|
||||
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
|
||||
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
|
||||
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
|
||||
|
||||
// Draw some cubes around
|
||||
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||
{
|
||||
DrawCube(positions[i], 2, heights[i], 2, colors[i]);
|
||||
DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
|
||||
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
|
||||
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
|
||||
}
|
||||
|
||||
End3dMode();
|
||||
|
@ -21,9 +21,12 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
@ -44,14 +47,14 @@ int main()
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(WHITE);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, 2, 2, 2, RED);
|
||||
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(10.0, 1.0);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 25 KiB |
@ -21,11 +21,14 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
|
||||
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
@ -40,14 +43,14 @@ int main()
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(WHITE);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, 2, 2, 2, RED);
|
||||
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(10.0, 1.0);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -21,12 +21,18 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
|
||||
Vector3 cubePosition = { 0.0, 1.0, 0.0 };
|
||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||
|
||||
Ray ray; // Picking line ray
|
||||
|
||||
bool collision = false;
|
||||
|
||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
|
||||
@ -45,7 +51,10 @@ int main()
|
||||
// NOTE: This function is NOT WORKING properly!
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
// TODO: Check collision between ray and box
|
||||
// Check collision between ray and box
|
||||
collision = CheckCollisionRayBox(ray,
|
||||
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -57,16 +66,18 @@ int main()
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, 2, 2, 2, GRAY);
|
||||
DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY);
|
||||
|
||||
DrawGrid(10.0, 1.0);
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
|
||||
|
||||
DrawRay(ray, MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
|
||||
|
||||
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
@ -29,6 +29,8 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
115
examples/core_gestures_detection.c
Normal file
@ -0,0 +1,115 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Gestures Detection
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <string.h>
|
||||
|
||||
#define MAX_GESTURE_STRINGS 20
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
|
||||
|
||||
Vector2 touchPosition = { 0, 0 };
|
||||
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
|
||||
|
||||
int gesturesCount = 0;
|
||||
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
||||
|
||||
int currentGesture = GESTURE_NONE;
|
||||
int lastGesture = GESTURE_NONE;
|
||||
|
||||
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||
|
||||
SetTargetFPS(30);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
lastGesture = currentGesture;
|
||||
touchPosition = GetTouchPosition(0);
|
||||
|
||||
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
|
||||
{
|
||||
currentGesture = GetGestureType();
|
||||
|
||||
if (currentGesture != lastGesture)
|
||||
{
|
||||
// Store gesture string
|
||||
switch (currentGesture)
|
||||
{
|
||||
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
|
||||
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
|
||||
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
|
||||
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
|
||||
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
|
||||
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
|
||||
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
|
||||
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
gesturesCount++;
|
||||
|
||||
// Reset gestures strings
|
||||
if (gesturesCount >= MAX_GESTURE_STRINGS)
|
||||
{
|
||||
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
|
||||
|
||||
gesturesCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else currentGesture = GESTURE_NONE;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawRectangleRec(touchArea, GRAY);
|
||||
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
|
||||
|
||||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
|
||||
|
||||
for (int i = 0; i < gesturesCount; i++)
|
||||
{
|
||||
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
|
||||
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
|
||||
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
|
||||
}
|
||||
|
||||
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
|
||||
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
|
||||
|
||||
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
BIN
examples/core_gestures_detection.png
Normal file
After Width: | Height: | Size: 19 KiB |
@ -23,8 +23,8 @@ int main()
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||
|
||||
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
||||
Vector2 gamepadMovement = { 0, 0 };
|
||||
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
Vector2 gamepadMovement = { 0.0f, 0.0f };
|
||||
|
||||
SetTargetFPS(60); // Set target frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -43,8 +43,8 @@ int main()
|
||||
|
||||
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
|
||||
{
|
||||
ballPosition.x = screenWidth/2;
|
||||
ballPosition.y = screenHeight/2;
|
||||
ballPosition.x = (float)screenWidth/2;
|
||||
ballPosition.y = (float)screenHeight/2;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -20,7 +20,7 @@ int main()
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||
|
||||
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
||||
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
|
||||
SetTargetFPS(60); // Set target frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -30,10 +30,10 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
|
||||
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
|
||||
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
|
||||
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
|
||||
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
|
||||
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
|
||||
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
|
||||
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
@ -20,8 +20,10 @@ int main()
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||
|
||||
int mouseX, mouseY;
|
||||
Vector2 ballPosition = { -100.0, -100.0 };
|
||||
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||
Color ballColor = DARKBLUE;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
@ -29,14 +31,11 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
mouseX = GetMouseX();
|
||||
mouseY = GetMouseY();
|
||||
|
||||
ballPosition.x = (float)mouseX;
|
||||
ballPosition.y = (float)mouseY;
|
||||
}
|
||||
ballPosition = GetMousePosition();
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
||||
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
||||
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -45,9 +44,9 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawCircleV(ballPosition, 40, GOLD);
|
||||
DrawCircleV(ballPosition, 40, ballColor);
|
||||
|
||||
DrawText("mouse click to draw the ball", 10, 10, 20, DARKGRAY);
|
||||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -22,7 +22,7 @@ int main()
|
||||
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
|
||||
int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
|
||||
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -37,7 +37,7 @@ int main()
|
||||
// Every two seconds (120 frames) a new random value is generated
|
||||
if (((framesCounter/120)%2) == 1)
|
||||
{
|
||||
randValue = GetRandomValue(-8,5);
|
||||
randValue = GetRandomValue(-8, 5);
|
||||
framesCounter = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
85
examples/core_storage_values.c
Normal file
@ -0,0 +1,85 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Storage save/load values
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// NOTE: Storage positions must start with 0, directly related to file memory layout
|
||||
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
|
||||
|
||||
int score = 0;
|
||||
int hiscore = 0;
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
score = GetRandomValue(1000, 2000);
|
||||
hiscore = GetRandomValue(2000, 4000);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
StorageSaveValue(STORAGE_SCORE, score);
|
||||
StorageSaveValue(STORAGE_HISCORE, hiscore);
|
||||
}
|
||||
else if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
// NOTE: If requested position could not be found, value 0 is returned
|
||||
score = StorageLoadValue(STORAGE_SCORE);
|
||||
hiscore = StorageLoadValue(STORAGE_HISCORE);
|
||||
}
|
||||
|
||||
framesCounter++;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||
|
||||
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
|
||||
|
||||
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
|
||||
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
|
||||
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core_storage_values.png
Normal file
After Width: | Height: | Size: 16 KiB |
77
examples/core_world_screen.c
Normal file
@ -0,0 +1,77 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - World to screen
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
Vector2 cubeScreenPosition;
|
||||
|
||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
|
||||
// Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
|
||||
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/lighting_blinn_phong.png
Normal file
After Width: | Height: | Size: 49 KiB |
@ -85,8 +85,8 @@ else
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I../external/glfw3/include
|
||||
# GLEW
|
||||
INCLUDES += -I../external/glew/include
|
||||
# GLEW - Not required any more, replaced by GLAD
|
||||
#INCLUDES += -I../external/glew/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I../external/openal_soft/include
|
||||
endif
|
||||
@ -102,8 +102,8 @@ else
|
||||
ifneq ($(PLATFORM_OS),OSX)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
|
||||
# GLEW
|
||||
LFLAGS += -L../external/glew/lib/$(LIBPATH)
|
||||
# GLEW - Not required any more, replaced by GLAD
|
||||
#LFLAGS += -L../external/glew/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
@ -113,8 +113,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
@ -124,7 +126,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||
LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
@ -134,6 +136,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# just adjust the correct path to libraylib.bc
|
||||
LIBS = ../src/libraylib.bc
|
||||
endif
|
||||
|
||||
@ -158,6 +161,8 @@ EXAMPLES = \
|
||||
core_random_values \
|
||||
core_color_select \
|
||||
core_drop_files \
|
||||
core_storage_values \
|
||||
core_gestures_detection \
|
||||
core_3d_mode \
|
||||
core_3d_picking \
|
||||
core_3d_camera_free \
|
||||
@ -174,10 +179,14 @@ EXAMPLES = \
|
||||
textures_raw_data \
|
||||
textures_formats_loading \
|
||||
textures_particles_trail_blending \
|
||||
textures_image_processing \
|
||||
textures_image_drawing \
|
||||
text_sprite_fonts \
|
||||
text_bmfont_ttf \
|
||||
text_rbmf_fonts \
|
||||
text_format_text \
|
||||
text_font_select \
|
||||
text_writing_anim \
|
||||
models_geometric_shapes \
|
||||
models_box_collisions \
|
||||
models_billboard \
|
||||
@ -192,8 +201,6 @@ EXAMPLES = \
|
||||
audio_music_stream \
|
||||
fix_dylib \
|
||||
|
||||
#core_input_gamepad \
|
||||
|
||||
|
||||
# typing 'make' will invoke the first target entry in the file,
|
||||
# in this case, the 'default' target entry is raylib
|
||||
@ -214,32 +221,44 @@ core_input_keys: core_input_keys.c
|
||||
core_input_mouse: core_input_mouse.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [core] example - gamepad input
|
||||
core_input_gamepad: core_input_gamepad.c
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_input_gamepad: Only supported on desktop platform
|
||||
endif
|
||||
|
||||
# compile [core] example - mouse wheel
|
||||
core_mouse_wheel: core_mouse_wheel.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [core] example - gamepad input
|
||||
core_input_gamepad: core_input_gamepad.c
|
||||
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||
endif
|
||||
|
||||
# compile [core] example - generate random values
|
||||
core_random_values: core_random_values.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [core] example - color selection (collision detection)
|
||||
core_color_select: core_color_select.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [core] example - drop files
|
||||
core_drop_files: core_drop_files.c
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_drop_files: Only supported on desktop platform
|
||||
@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
|
||||
endif
|
||||
|
||||
# compile [core] example - generate random values
|
||||
core_random_values: core_random_values.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [core] example - color selection (collision detection)
|
||||
core_color_select: core_color_select.c
|
||||
# compile [core] example - storage values
|
||||
core_storage_values: core_storage_values.c
|
||||
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||
endif
|
||||
|
||||
# compile [core] example - gestures detection
|
||||
core_gestures_detection: core_gestures_detection.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [core] example - 3d mode
|
||||
@ -306,9 +325,21 @@ textures_formats_loading: textures_formats_loading.c
|
||||
textures_particles_trail_blending: textures_particles_trail_blending.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [textures] example - texture image processing
|
||||
textures_image_processing: textures_image_processing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [textures] example - texture image drawing
|
||||
textures_image_drawing: textures_image_drawing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [text] example - sprite fonts loading
|
||||
text_sprite_fonts: text_sprite_fonts.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [text] example - bmfonts and ttf loading
|
||||
text_bmfont_ttf: text_bmfont_ttf.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [text] example - raylib bitmap fonts (rBMF)
|
||||
text_rbmf_fonts: text_rbmf_fonts.c
|
||||
@ -322,6 +353,10 @@ text_format_text: text_format_text.c
|
||||
text_font_select: text_font_select.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [text] example - text writing animation
|
||||
text_writing_anim: text_writing_anim.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [models] example - basic geometric 3d shapes
|
||||
models_geometric_shapes: models_geometric_shapes.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
@ -21,10 +21,10 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||
Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard
|
||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
@ -48,10 +48,10 @@ int main()
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
|
||||
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
Before Width: | Height: | Size: 53 KiB After Width: | Height: | Size: 54 KiB |
@ -21,16 +21,16 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Vector3 playerPosition = { 0, 1, 2 };
|
||||
Vector3 playerSize = { 1, 2, 1 };
|
||||
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
|
||||
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
|
||||
Color playerColor = GREEN;
|
||||
|
||||
Vector3 enemyBoxPos = { -4, 1, 0 };
|
||||
Vector3 enemyBoxSize = { 2, 2, 2 };
|
||||
Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
|
||||
Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
|
||||
|
||||
Vector3 enemySpherePos = { 4, 0, 0 };
|
||||
Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
|
||||
float enemySphereSize = 1.5f;
|
||||
|
||||
bool collision = false;
|
||||
@ -98,7 +98,7 @@ int main()
|
||||
// Draw player
|
||||
DrawCubeV(playerPosition, playerSize, playerColor);
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -21,7 +21,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
||||
@ -31,7 +31,7 @@ int main()
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||
SetModelTexture(&map, texture); // Bind texture to map model
|
||||
|
||||
Vector3 mapPosition = { -16, 0.0, -8 }; // Set model position
|
||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||
|
||||
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
||||
|
||||
|
@ -21,7 +21,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -42,21 +42,21 @@ int main()
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
|
||||
DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
|
||||
DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
|
||||
DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
|
||||
DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
|
||||
DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
|
||||
|
||||
DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
|
||||
DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
|
||||
DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
|
||||
DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
|
||||
|
||||
DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
|
||||
DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
|
||||
DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
|
||||
DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
|
||||
DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
|
||||
DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
|
||||
|
||||
DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
|
||||
DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
|
||||
DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
|
||||
DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -21,13 +21,13 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||
|
||||
// Define our custom camera to look into our 3d world
|
||||
Camera camera = {{ 24.0, 18.0, 24.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
Model map = LoadHeightmap(image, 32); // Load heightmap model
|
||||
SetModelTexture(&map, texture); // Bind texture to model
|
||||
Vector3 mapPosition = { -16, 0.0, -16 }; // Set model position (depends on model scaling!)
|
||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
|
||||
SetModelTexture(&map, texture); // Bind texture to model
|
||||
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
|
||||
|
||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
|
||||
@ -54,7 +54,9 @@ int main()
|
||||
Begin3dMode(camera);
|
||||
|
||||
// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
|
||||
DrawModel(map, mapPosition, 1/4.0f, RED);
|
||||
DrawModel(map, mapPosition, 1.0f, RED);
|
||||
|
||||
DrawGrid(20, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
Before Width: | Height: | Size: 121 KiB After Width: | Height: | Size: 95 KiB |
@ -21,12 +21,12 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -49,7 +49,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
DrawGizmo(position); // Draw gizmo
|
||||
|
||||
|
124
examples/physics_basic_rigidbody.c
Normal file
@ -0,0 +1,124 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] physics example - Basic rigidbody
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define OBJECT_SIZE 50
|
||||
#define PLAYER_INDEX 0
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
|
||||
|
||||
InitPhysics(3); // Initialize physics system with maximum physic objects
|
||||
|
||||
// Object initialization
|
||||
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
|
||||
AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
|
||||
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
|
||||
|
||||
// Floor initialization
|
||||
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
|
||||
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
|
||||
AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
|
||||
|
||||
// Object properties initialization
|
||||
float moveSpeed = 6.0f;
|
||||
float jumpForce = 5.0f;
|
||||
|
||||
bool physicsDebug = false;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Update object physics
|
||||
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
|
||||
ApplyPhysics(PLAYER_INDEX, &player.position);
|
||||
|
||||
// Check jump button input
|
||||
if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
|
||||
{
|
||||
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
|
||||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
|
||||
|
||||
// Add jumping force in Y axis
|
||||
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
|
||||
}
|
||||
|
||||
// Check movement buttons input
|
||||
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
|
||||
{
|
||||
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
|
||||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
|
||||
}
|
||||
else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
|
||||
{
|
||||
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
|
||||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
|
||||
}
|
||||
|
||||
// Check debug mode toggle button input
|
||||
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw information
|
||||
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
|
||||
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
|
||||
|
||||
// Check if debug mode is enabled
|
||||
if (physicsDebug)
|
||||
{
|
||||
// Draw every internal physics stored collider if it is active
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (GetCollider(i).enabled)
|
||||
{
|
||||
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw player and floor
|
||||
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
|
||||
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadPhysics(); // Unload physic objects
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_basic_rigidbody.png
Normal file
After Width: | Height: | Size: 18 KiB |
135
examples/physics_rigidbody_force.c
Normal file
@ -0,0 +1,135 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] physics example - Rigidbody forces
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_OBJECTS 5
|
||||
#define OBJECTS_OFFSET 150
|
||||
|
||||
#define FORCE_INTENSITY 250.0f // Customize by user
|
||||
#define FORCE_RADIUS 100 // Customize by user
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
|
||||
|
||||
InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects
|
||||
|
||||
// Physic Objects initialization
|
||||
Transform objects[MAX_OBJECTS];
|
||||
|
||||
for (int i = 0; i < MAX_OBJECTS; i++)
|
||||
{
|
||||
objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
|
||||
AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
|
||||
AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
|
||||
}
|
||||
|
||||
// Floor initialization
|
||||
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
|
||||
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
|
||||
AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
|
||||
|
||||
bool physicsDebug = false;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Update object physics
|
||||
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
|
||||
for (int i = 0; i < MAX_OBJECTS; i++)
|
||||
{
|
||||
ApplyPhysics(i, &objects[i].position);
|
||||
}
|
||||
|
||||
// Check foce button input
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
|
||||
}
|
||||
|
||||
// Check debug mode toggle button input
|
||||
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Check if debug mode is enabled
|
||||
if (physicsDebug)
|
||||
{
|
||||
// Draw every internal physics stored collider if it is active (floor included)
|
||||
for (int i = 0; i < MAX_OBJECTS; i++)
|
||||
{
|
||||
if (GetCollider(i).enabled)
|
||||
{
|
||||
// Draw collider bounds
|
||||
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
|
||||
|
||||
// Check if current collider is not floor
|
||||
if (i < MAX_OBJECTS)
|
||||
{
|
||||
// Draw lines between mouse position and objects if they are in force range
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
|
||||
{
|
||||
DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw radius circle
|
||||
DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw objects
|
||||
for (int i = 0; i < MAX_OBJECTS; i++)
|
||||
{
|
||||
DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
|
||||
}
|
||||
|
||||
// Draw floor
|
||||
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
|
||||
}
|
||||
|
||||
|
||||
// Draw help messages
|
||||
DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
|
||||
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadPhysics(); // Unload physic objects
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/physics_rigidbody_force.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
examples/resources/cat.png
Normal file
After Width: | Height: | Size: 648 KiB |
99
examples/resources/fonts/bmfont.fnt
Normal file
@ -0,0 +1,99 @@
|
||||
info face="Arial Black" size=-32 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=0
|
||||
common lineHeight=45 base=35 scaleW=512 scaleH=256 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
|
||||
page id=0 file="bmfont.png"
|
||||
chars count=95
|
||||
char id=32 x=423 y=141 width=3 height=45 xoffset=-1 yoffset=0 xadvance=11 page=0 chnl=15
|
||||
char id=33 x=323 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15
|
||||
char id=34 x=123 y=141 width=16 height=45 xoffset=0 yoffset=0 xadvance=16 page=0 chnl=15
|
||||
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|
||||
char id=36 x=244 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=37 x=70 y=0 width=30 height=45 xoffset=1 yoffset=0 xadvance=32 page=0 chnl=15
|
||||
char id=38 x=390 y=0 width=25 height=45 xoffset=2 yoffset=0 xadvance=28 page=0 chnl=15
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
char id=50 x=134 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=51 x=359 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=52 x=313 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=53 x=336 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=54 x=178 y=94 width=20 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=55 x=478 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=56 x=290 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=57 x=90 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
char id=66 x=150 y=47 width=22 height=45 xoffset=2 yoffset=0 xadvance=25 page=0 chnl=15
|
||||
char id=67 x=444 y=0 width=24 height=45 xoffset=1 yoffset=0 xadvance=25 page=0 chnl=15
|
||||
char id=68 x=174 y=47 width=22 height=45 xoffset=2 yoffset=0 xadvance=25 page=0 chnl=15
|
||||
char id=69 x=156 y=94 width=20 height=45 xoffset=2 yoffset=0 xadvance=23 page=0 chnl=15
|
||||
char id=70 x=63 y=141 width=18 height=45 xoffset=2 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=71 x=417 y=0 width=25 height=45 xoffset=1 yoffset=0 xadvance=27 page=0 chnl=15
|
||||
char id=72 x=125 y=47 width=23 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
|
||||
char id=73 x=388 y=141 width=8 height=45 xoffset=2 yoffset=0 xadvance=12 page=0 chnl=15
|
||||
char id=74 x=200 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=75 x=251 y=0 width=26 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
|
||||
char id=76 x=373 y=94 width=19 height=45 xoffset=2 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=77 x=134 y=0 width=28 height=45 xoffset=1 yoffset=0 xadvance=30 page=0 chnl=15
|
||||
char id=78 x=100 y=47 width=23 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
|
||||
char id=79 x=363 y=0 width=25 height=45 xoffset=1 yoffset=0 xadvance=27 page=0 chnl=15
|
||||
char id=80 x=112 y=94 width=20 height=45 xoffset=2 yoffset=0 xadvance=23 page=0 chnl=15
|
||||
char id=81 x=335 y=0 width=26 height=45 xoffset=1 yoffset=0 xadvance=27 page=0 chnl=15
|
||||
char id=82 x=470 y=0 width=24 height=45 xoffset=2 yoffset=0 xadvance=25 page=0 chnl=15
|
||||
char id=83 x=75 y=47 width=23 height=45 xoffset=0 yoffset=0 xadvance=23 page=0 chnl=15
|
||||
char id=84 x=50 y=47 width=23 height=45 xoffset=0 yoffset=0 xadvance=23 page=0 chnl=15
|
||||
char id=85 x=25 y=47 width=23 height=45 xoffset=2 yoffset=0 xadvance=27 page=0 chnl=15
|
||||
char id=86 x=307 y=0 width=26 height=45 xoffset=0 yoffset=0 xadvance=25 page=0 chnl=15
|
||||
char id=87 x=0 y=0 width=34 height=45 xoffset=-1 yoffset=0 xadvance=32 page=0 chnl=15
|
||||
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|
||||
char id=89 x=164 y=0 width=27 height=45 xoffset=-1 yoffset=0 xadvance=25 page=0 chnl=15
|
||||
char id=90 x=0 y=47 width=23 height=45 xoffset=0 yoffset=0 xadvance=23 page=0 chnl=15
|
||||
char id=91 x=274 y=141 width=11 height=45 xoffset=1 yoffset=0 xadvance=12 page=0 chnl=15
|
||||
char id=92 x=300 y=141 width=10 height=45 xoffset=-1 yoffset=0 xadvance=9 page=0 chnl=15
|
||||
char id=93 x=287 y=141 width=11 height=45 xoffset=0 yoffset=0 xadvance=12 page=0 chnl=15
|
||||
char id=94 x=457 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=95 x=103 y=141 width=18 height=45 xoffset=-1 yoffset=0 xadvance=16 page=0 chnl=15
|
||||
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|
||||
char id=97 x=474 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=98 x=68 y=94 width=20 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=99 x=267 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=100 x=46 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=101 x=198 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=102 x=141 y=141 width=15 height=45 xoffset=-1 yoffset=0 xadvance=12 page=0 chnl=15
|
||||
char id=103 x=222 y=94 width=20 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=104 x=415 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=105 x=398 y=141 width=7 height=45 xoffset=2 yoffset=0 xadvance=11 page=0 chnl=15
|
||||
char id=106 x=235 y=141 width=11 height=45 xoffset=-2 yoffset=0 xadvance=11 page=0 chnl=15
|
||||
char id=107 x=405 y=47 width=21 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=108 x=407 y=141 width=7 height=45 xoffset=2 yoffset=0 xadvance=11 page=0 chnl=15
|
||||
char id=109 x=102 y=0 width=30 height=45 xoffset=1 yoffset=0 xadvance=32 page=0 chnl=15
|
||||
char id=110 x=331 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
char id=111 x=428 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
BIN
examples/resources/fonts/bmfont.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
examples/resources/fonts/pixantiqua.ttf
Normal file
6433
examples/resources/model/shapes.obj
Normal file
BIN
examples/resources/parrots.png
Normal file
After Width: | Height: | Size: 288 KiB |
@ -6,8 +6,7 @@ in vec3 vertexNormal;
|
||||
|
||||
out vec2 fragTexCoord;
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 modelviewMatrix;
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
@ -15,5 +14,5 @@ void main()
|
||||
{
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
@ -5,7 +5,7 @@ in vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
|
@ -5,16 +5,16 @@ in vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
|
||||
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
|
||||
|
||||
// Convert to grayscale using NTSC conversion weights
|
||||
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
fragColor = vec4(gray, gray, gray, tintColor.a);
|
||||
fragColor = vec4(gray, gray, gray, fragTintColor.a);
|
||||
}
|
76
examples/resources/shaders/phong.fs
Normal file
@ -0,0 +1,76 @@
|
||||
#version 330
|
||||
|
||||
// Vertex shader input data
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 fragNormal;
|
||||
|
||||
// Diffuse data
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Light attributes
|
||||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
|
||||
uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
|
||||
uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
|
||||
uniform float light_intensity = 1.0;
|
||||
uniform float light_specIntensity = 1.0;
|
||||
|
||||
// Material attributes
|
||||
uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
|
||||
uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
|
||||
uniform float mat_glossiness = 50.0;
|
||||
|
||||
// World attributes
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
// Fragment shader output data
|
||||
out vec4 fragColor;
|
||||
|
||||
vec3 AmbientLighting()
|
||||
{
|
||||
return (mat_ambientColor*light_ambientColor);
|
||||
}
|
||||
|
||||
vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
||||
{
|
||||
// Lambertian reflection calculation
|
||||
float diffuse = clamp(dot(N, L), 0, 1);
|
||||
|
||||
return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
|
||||
}
|
||||
|
||||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
||||
{
|
||||
float specular = 0.0;
|
||||
|
||||
// Calculate specular reflection only if the surface is oriented to the light source
|
||||
if (dot(N, L) > 0)
|
||||
{
|
||||
// Calculate half vector
|
||||
vec3 H = normalize(L + V);
|
||||
|
||||
// Calculate specular intensity
|
||||
specular = pow(dot(N, H), 3 + mat_glossiness);
|
||||
}
|
||||
|
||||
return (mat_specularColor*light_specularColor*light_specIntensity*specular);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Normalize input vectors
|
||||
vec3 L = normalize(lightPos);
|
||||
vec3 V = normalize(cameraPos);
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
vec3 ambient = AmbientLighting();
|
||||
vec3 diffuse = DiffuseLighting(N, L);
|
||||
vec3 specular = SpecularLighting(N, L, V);
|
||||
|
||||
// Get base color from texture
|
||||
vec4 textureColor = texture(texture0, fragTexCoord);
|
||||
vec3 finalColor = textureColor.rgb;
|
||||
|
||||
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
|
||||
}
|
29
examples/resources/shaders/phong.vs
Normal file
@ -0,0 +1,29 @@
|
||||
#version 330
|
||||
|
||||
// Vertex input data
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
|
||||
// Projection and model data
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
//uniform mat4 viewMatrix; // Not used
|
||||
|
||||
// Attributes to fragment shader
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send texture coord to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
// Calculate view vector normal from model
|
||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
|
||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
@ -1,19 +1,18 @@
|
||||
#version 110
|
||||
#version 330
|
||||
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 modelviewMatrix;
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec4 fragTintColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragTintColor = vertexColor;
|
||||
|
||||
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
@ -1,12 +1,12 @@
|
||||
#version 110
|
||||
#version 330
|
||||
|
||||
uniform sampler2D texture0;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec4 fragTintColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
|
||||
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
|
||||
|
||||
// Convert to grayscale using NTSC conversion weights
|
||||
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
@ -5,17 +5,17 @@ in vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 tintColor;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 800; // HARDCODED for example!
|
||||
const float renderHeight = 480; // Use uniforms instead...
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center = vec2(200, 200);
|
||||
uniform vec2 center = vec2(200.0, 200.0);
|
||||
|
||||
void main (void)
|
||||
{
|
||||
|
171
examples/shaders_basic_lighting.c
Normal file
@ -0,0 +1,171 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Basic lighting: Blinn-Phong
|
||||
*
|
||||
* This example has been created using raylib 1.3 (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"
|
||||
|
||||
#define SHININESS_SPEED 1.0f
|
||||
#define LIGHT_SPEED 0.25f
|
||||
|
||||
// Light type
|
||||
typedef struct Light {
|
||||
Vector3 position;
|
||||
Vector3 direction;
|
||||
float intensity;
|
||||
float specIntensity;
|
||||
Color diffuse;
|
||||
Color ambient;
|
||||
Color specular;
|
||||
} Light;
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
||||
|
||||
// Camera initialization
|
||||
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
// Model initialization
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f };
|
||||
Model model = LoadModel("resources/model/dwarf.obj");
|
||||
Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
|
||||
SetModelShader(&model, shader);
|
||||
|
||||
// Shader locations initialization
|
||||
int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
|
||||
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
|
||||
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
|
||||
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
|
||||
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
|
||||
|
||||
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
|
||||
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
|
||||
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
|
||||
|
||||
// Camera and light vectors shader locations
|
||||
int cameraLoc = GetShaderLocation(shader, "cameraPos");
|
||||
int lightLoc = GetShaderLocation(shader, "lightPos");
|
||||
|
||||
// Model and View matrix locations (required for lighting)
|
||||
int modelLoc = GetShaderLocation(shader, "modelMatrix");
|
||||
//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
|
||||
|
||||
// Light and material definitions
|
||||
Light light;
|
||||
Material matBlinn;
|
||||
|
||||
// Light initialization
|
||||
light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
|
||||
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
|
||||
light.intensity = 1.0f;
|
||||
light.diffuse = WHITE;
|
||||
light.ambient = (Color){ 150, 75, 0, 255 };
|
||||
light.specular = WHITE;
|
||||
light.specIntensity = 1.0f;
|
||||
|
||||
// Material initialization
|
||||
matBlinn.colDiffuse = WHITE;
|
||||
matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
|
||||
matBlinn.colSpecular = WHITE;
|
||||
matBlinn.glossiness = 50.0f;
|
||||
|
||||
// Setup camera
|
||||
SetCameraMode(CAMERA_FREE); // Set camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera position
|
||||
|
||||
// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
|
||||
SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
|
||||
//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
|
||||
|
||||
// Glossiness input control
|
||||
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
|
||||
else if(IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
matBlinn.glossiness -= SHININESS_SPEED;
|
||||
if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
|
||||
}
|
||||
|
||||
// Light X movement
|
||||
if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
|
||||
else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
|
||||
|
||||
// Light Y movement
|
||||
if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
|
||||
else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
|
||||
|
||||
// Light Z movement
|
||||
if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
|
||||
else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
|
||||
|
||||
// Send light values to shader
|
||||
SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
|
||||
SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
|
||||
SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
|
||||
SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
|
||||
SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
|
||||
|
||||
// Send material values to shader
|
||||
SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
|
||||
SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
|
||||
SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
|
||||
|
||||
// Send camera and light transform values to shader
|
||||
SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
|
||||
SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
|
||||
DrawSphere(light.position, 0.5f, GOLD);
|
||||
|
||||
DrawGrid(20, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10); // Draw FPS
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
@ -30,13 +30,13 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Shader shader = LoadShader("resources/shaders/base.vs",
|
||||
"resources/shaders/swirl.fs"); // Load postpro shader
|
||||
@ -45,7 +45,7 @@ int main()
|
||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
int swirlCenterLoc = GetShaderLocation(shader, "center");
|
||||
|
||||
float swirlCenter[2] = { screenWidth/2, screenHeight/2 };
|
||||
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
|
||||
SetPostproShader(shader); // Set fullscreen postprocessing shader
|
||||
|
||||
@ -83,7 +83,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -30,7 +30,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
@ -40,7 +40,7 @@ int main()
|
||||
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
@ -68,7 +68,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -30,13 +30,13 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Shader shader = LoadShader("resources/shaders/base.vs",
|
||||
"resources/shaders/bloom.fs"); // Load postpro shader
|
||||
@ -69,7 +69,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -19,6 +19,8 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -19,6 +19,8 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -19,6 +19,8 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -2,7 +2,7 @@
|
||||
*
|
||||
* raylib [shapes] example - raylib logo animation
|
||||
*
|
||||
* This example has been created using raylib 1.1 (www.raylib.com)
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
@ -32,12 +32,8 @@ int main()
|
||||
int bottomSideRecWidth = 16;
|
||||
int rightSideRecHeight = 16;
|
||||
|
||||
char raylib[8] = " \0"; // raylib text array, max 8 letters
|
||||
|
||||
int state = 0; // Tracking animation states (State Machine)
|
||||
|
||||
float alpha = 1.0; // Useful for fading
|
||||
|
||||
float alpha = 1.0f; // Useful for fading
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -81,24 +77,13 @@ int main()
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
switch (lettersCount)
|
||||
{
|
||||
case 1: raylib[0] = 'r'; break;
|
||||
case 2: raylib[1] = 'a'; break;
|
||||
case 3: raylib[2] = 'y'; break;
|
||||
case 4: raylib[3] = 'l'; break;
|
||||
case 5: raylib[4] = 'i'; break;
|
||||
case 6: raylib[5] = 'b'; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
|
||||
{
|
||||
alpha -= 0.02;
|
||||
alpha -= 0.02f;
|
||||
|
||||
if (alpha <= 0)
|
||||
if (alpha <= 0.0f)
|
||||
{
|
||||
alpha = 0;
|
||||
alpha = 0.0f;
|
||||
state = 4;
|
||||
}
|
||||
}
|
||||
@ -116,12 +101,7 @@ int main()
|
||||
bottomSideRecWidth = 16;
|
||||
rightSideRecHeight = 16;
|
||||
|
||||
for (int i = 0; i < 7; i++) raylib[i] = ' ';
|
||||
|
||||
raylib[7] = '\0'; // Last character is end-of-line
|
||||
|
||||
alpha = 1.0;
|
||||
|
||||
alpha = 1.0f;
|
||||
state = 0; // Return to State 0
|
||||
}
|
||||
}
|
||||
@ -160,7 +140,7 @@ int main()
|
||||
|
||||
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
||||
|
||||
DrawText(raylib, screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
|
||||
DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
|
||||
}
|
||||
else if (state == 4)
|
||||
{
|
||||
|
68
examples/text_bmfont_ttf.c
Normal file
@ -0,0 +1,68 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - BMFont and TTF SpriteFonts loading
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
|
||||
|
||||
const char msgBm[64] = "THIS IS AN AngelCode SPRITE FONT";
|
||||
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode)
|
||||
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font
|
||||
|
||||
Vector2 fontPosition;
|
||||
|
||||
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2;
|
||||
fontPosition.y = screenHeight/2 - fontBm.size/2 - 80;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update variables here...
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON);
|
||||
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.size*0.8f, 2, LIME);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(fontBm); // AngelCode SpriteFont unloading
|
||||
UnloadSpriteFont(fontTtf); // TTF SpriteFont unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/text_bmfont_ttf.png
Normal file
After Width: | Height: | Size: 19 KiB |
60
examples/text_writing_anim.c
Normal file
@ -0,0 +1,60 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Text Writing Animation
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim");
|
||||
|
||||
const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
framesCounter++;
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(SubText(message, 0, framesCounter/10), 210, 160, 20, MAROON);
|
||||
|
||||
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/text_writing_anim.png
Normal file
After Width: | Height: | Size: 15 KiB |
@ -76,7 +76,7 @@ int main()
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 480;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture formats loading");
|
||||
|
||||
@ -128,8 +128,8 @@ int main()
|
||||
|
||||
for (int i = 0; i < NUM_TEXTURES; i++)
|
||||
{
|
||||
if (i < NUM_TEXTURES/2) selectRecs[i] = (Rectangle){ 40, 45 + 32*i, 150, 30 };
|
||||
else selectRecs[i] = (Rectangle){ 40 + 152, 45 + 32*(i - NUM_TEXTURES/2), 150, 30 };
|
||||
if (i < NUM_TEXTURES/2) selectRecs[i] = (Rectangle){ 40, 30 + 32*i, 150, 30 };
|
||||
else selectRecs[i] = (Rectangle){ 40 + 152, 30 + 32*(i - NUM_TEXTURES/2), 150, 30 };
|
||||
}
|
||||
|
||||
// Texture sizes in KB
|
||||
@ -215,7 +215,7 @@ int main()
|
||||
// Draw selected texture
|
||||
if (sonic[selectedFormat].id != 0)
|
||||
{
|
||||
DrawTexture(sonic[selectedFormat], 350, 0, WHITE);
|
||||
DrawTexture(sonic[selectedFormat], 350, -10, WHITE);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -225,9 +225,9 @@ int main()
|
||||
DrawText("ON YOUR GPU", 520, 240, 20, MAROON);
|
||||
}
|
||||
|
||||
DrawText("Select texture format (use cursor keys):", 40, 26, 10, DARKGRAY);
|
||||
DrawText("Required GPU memory size (VRAM):", 40, 442, 10, DARKGRAY);
|
||||
DrawText(FormatText("%4.0f KB", textureSizes[selectedFormat]), 240, 435, 20, DARKBLUE);
|
||||
DrawText("Select texture format (use cursor keys):", 40, 10, 10, DARKGRAY);
|
||||
DrawText("Required GPU memory size (VRAM):", 40, 427, 10, DARKGRAY);
|
||||
DrawText(FormatText("%4.0f KB", textureSizes[selectedFormat]), 240, 420, 20, DARKBLUE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
Before Width: | Height: | Size: 77 KiB After Width: | Height: | Size: 123 KiB |
78
examples/textures_image_drawing.c
Normal file
@ -0,0 +1,78 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - Image loading and drawing on it
|
||||
*
|
||||
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
|
||||
ImageCrop(&cat, (Rectangle){ 170, 120, 280, 380 }); // Crop an image piece
|
||||
ImageFlipHorizontal(&cat); // Flip cropped image horizontally
|
||||
ImageResize(&cat, 150, 200); // Resize flipped-cropped image
|
||||
|
||||
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
|
||||
|
||||
// Draw one image over the other with a scaling of 1.5f
|
||||
ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height}, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f });
|
||||
ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
|
||||
|
||||
UnloadImage(cat); // Unload image from RAM
|
||||
|
||||
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
|
||||
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
|
||||
|
||||
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
|
||||
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Texture unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/textures_image_drawing.png
Normal file
After Width: | Height: | Size: 410 KiB |
154
examples/textures_image_processing.c
Normal file
@ -0,0 +1,154 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - Image processing
|
||||
*
|
||||
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h> // Required for: free()
|
||||
|
||||
#define NUM_PROCESSES 8
|
||||
|
||||
typedef enum {
|
||||
NONE = 0,
|
||||
COLOR_GRAYSCALE,
|
||||
COLOR_TINT,
|
||||
COLOR_INVERT,
|
||||
COLOR_CONTRAST,
|
||||
COLOR_BRIGHTNESS,
|
||||
FLIP_VERTICAL,
|
||||
FLIP_HORIZONTAL
|
||||
} ImageProcess;
|
||||
|
||||
static const char *processText[] = {
|
||||
"NO PROCESSING",
|
||||
"COLOR GRAYSCALE",
|
||||
"COLOR TINT",
|
||||
"COLOR INVERT",
|
||||
"COLOR CONTRAST",
|
||||
"COLOR BRIGHTNESS",
|
||||
"FLIP VERTICAL",
|
||||
"FLIP HORIZONTAL"
|
||||
};
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
|
||||
ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
|
||||
|
||||
int currentProcess = NONE;
|
||||
bool textureReload = false;
|
||||
|
||||
Rectangle selectRecs[NUM_PROCESSES];
|
||||
|
||||
for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
currentProcess++;
|
||||
if (currentProcess > 7) currentProcess = 0;
|
||||
textureReload = true;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
currentProcess--;
|
||||
if (currentProcess < 0) currentProcess = 7;
|
||||
textureReload = true;
|
||||
}
|
||||
|
||||
if (textureReload)
|
||||
{
|
||||
UnloadImage(image); // Unload current image data
|
||||
image = LoadImage("resources/parrots.png"); // Re-load image data
|
||||
|
||||
// NOTE: Image processing is a costly CPU process to be done every frame,
|
||||
// If image processing is required in a frame-basis, it should be done
|
||||
// with a texture and by shaders
|
||||
switch (currentProcess)
|
||||
{
|
||||
case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
|
||||
case COLOR_TINT: ImageColorTint(&image, GREEN); break;
|
||||
case COLOR_INVERT: ImageColorInvert(&image); break;
|
||||
case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
|
||||
case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
|
||||
case FLIP_VERTICAL: ImageFlipVertical(&image); break;
|
||||
case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
Color *pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit)
|
||||
UpdateTexture(texture, pixels); // Update texture with new image data
|
||||
free(pixels); // Unload pixels data from RAM
|
||||
|
||||
textureReload = false;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
|
||||
|
||||
// Draw rectangles
|
||||
for (int i = 0; i < NUM_PROCESSES; i++)
|
||||
{
|
||||
if (i == currentProcess)
|
||||
{
|
||||
DrawRectangleRec(selectRecs[i], SKYBLUE);
|
||||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE);
|
||||
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangleRec(selectRecs[i], LIGHTGRAY);
|
||||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY);
|
||||
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
|
||||
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Unload texture from VRAM
|
||||
UnloadImage(image); // Unload image from RAM
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/textures_image_processing.png
Normal file
After Width: | Height: | Size: 253 KiB |
@ -38,8 +38,7 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2,
|
||||
screenHeight/2 - texture.height/2, WHITE);
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
|
||||
|
||||
DrawText("this IS a texture!", 360, 370, 10, GRAY);
|
||||
|
||||
|
@ -41,12 +41,12 @@ int main()
|
||||
mouseTail[i].position = (Vector2){ 0, 0 };
|
||||
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
|
||||
mouseTail[i].alpha = 1.0f;
|
||||
mouseTail[i].size = (float)GetRandomValue(1, 30)/20;
|
||||
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
|
||||
mouseTail[i].rotation = GetRandomValue(0, 360);
|
||||
mouseTail[i].active = false;
|
||||
}
|
||||
|
||||
float gravity = 3;
|
||||
float gravity = 3.0f;
|
||||
|
||||
Texture2D smoke = LoadTexture("resources/smoke.png");
|
||||
|
||||
@ -85,7 +85,7 @@ int main()
|
||||
|
||||
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
|
||||
|
||||
mouseTail[i].rotation += 5;
|
||||
mouseTail[i].rotation += 5.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -23,7 +23,7 @@ int main()
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
|
||||
|
||||
Vector2 position = { 350, 240 };
|
||||
Vector2 position = { 350.0f, 240.0f };
|
||||
Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
|
||||
int currentFrame = 0;
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -55,6 +55,10 @@ int main()
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
|
||||
// sourceRec defines the part of the texture we use for drawing
|
||||
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
|
||||
// origin defines the point of the texture used as reference for rotation and scaling
|
||||
// rotation defines the texture rotation (using origin as rotation point)
|
||||
DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
|
||||
|
||||
DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
|
||||
|
@ -1,210 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib game - Floppy Bird
|
||||
*
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This game has been created using raylib 1.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_TUBES 100
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "Floppy Bird");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound coin = LoadSound("resources/coin.wav");
|
||||
Sound jump = LoadSound("resources/jump.wav");
|
||||
|
||||
Texture2D background = LoadTexture("resources/background.png");
|
||||
Texture2D tubes = LoadTexture("resources/tubes.png");
|
||||
Texture2D floppy = LoadTexture("resources/floppy.png");
|
||||
|
||||
Vector2 floppyPos = { 80, screenHeight/2 - floppy.height/2 };
|
||||
|
||||
Vector2 tubesPos[MAX_TUBES];
|
||||
int tubesSpeedX = 2;
|
||||
|
||||
for (int i = 0; i < MAX_TUBES; i++)
|
||||
{
|
||||
tubesPos[i].x = 400 + 280*i;
|
||||
tubesPos[i].y = -GetRandomValue(0, 120);
|
||||
}
|
||||
|
||||
Rectangle tubesRecs[MAX_TUBES*2];
|
||||
bool tubesActive[MAX_TUBES];
|
||||
|
||||
for (int i = 0; i < MAX_TUBES*2; i += 2)
|
||||
{
|
||||
tubesRecs[i].x = tubesPos[i/2].x;
|
||||
tubesRecs[i].y = tubesPos[i/2].y;
|
||||
tubesRecs[i].width = tubes.width;
|
||||
tubesRecs[i].height = 255;
|
||||
|
||||
tubesRecs[i+1].x = tubesPos[i/2].x;
|
||||
tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
|
||||
tubesRecs[i+1].width = tubes.width;
|
||||
tubesRecs[i+1].height = 255;
|
||||
|
||||
tubesActive[i/2] = true;
|
||||
}
|
||||
|
||||
int backScroll = 0;
|
||||
|
||||
int score = 0;
|
||||
int hiscore = 0;
|
||||
|
||||
bool gameover = false;
|
||||
bool superfx = false;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
backScroll--;
|
||||
|
||||
if (backScroll <= -800) backScroll = 0;
|
||||
|
||||
for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
|
||||
|
||||
for (int i = 0; i < MAX_TUBES*2; i += 2)
|
||||
{
|
||||
tubesRecs[i].x = tubesPos[i/2].x;
|
||||
tubesRecs[i+1].x = tubesPos[i/2].x;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_SPACE) && !gameover) floppyPos.y -= 3;
|
||||
else floppyPos.y += 1;
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE) && !gameover) PlaySound(jump);
|
||||
|
||||
// Check Collisions
|
||||
for (int i = 0; i < MAX_TUBES*2; i++)
|
||||
{
|
||||
if (CheckCollisionCircleRec((Vector2){ floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2 }, floppy.width/2, tubesRecs[i]))
|
||||
{
|
||||
gameover = true;
|
||||
}
|
||||
else if ((tubesPos[i/2].x < floppyPos.x) && tubesActive[i/2] && !gameover)
|
||||
{
|
||||
score += 100;
|
||||
tubesActive[i/2] = false;
|
||||
PlaySound(coin);
|
||||
|
||||
superfx = true;
|
||||
|
||||
if (score > hiscore) hiscore = score;
|
||||
}
|
||||
}
|
||||
|
||||
if (gameover && IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
for (int i = 0; i < MAX_TUBES; i++)
|
||||
{
|
||||
tubesPos[i].x = 400 + 280*i;
|
||||
tubesPos[i].y = -GetRandomValue(0, 120);
|
||||
}
|
||||
|
||||
for (int i = 0; i < MAX_TUBES*2; i += 2)
|
||||
{
|
||||
tubesRecs[i].x = tubesPos[i/2].x;
|
||||
tubesRecs[i].y = tubesPos[i/2].y;
|
||||
|
||||
tubesRecs[i+1].x = tubesPos[i/2].x;
|
||||
tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
|
||||
|
||||
tubesActive[i/2] = true;
|
||||
}
|
||||
|
||||
floppyPos.x = 80;
|
||||
floppyPos.y = screenHeight/2 - floppy.height/2;
|
||||
|
||||
gameover = false;
|
||||
score = 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(background, backScroll, 0, WHITE);
|
||||
DrawTexture(background, screenWidth + backScroll, 0, WHITE);
|
||||
|
||||
if (!gameover)
|
||||
{
|
||||
DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
|
||||
//DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
|
||||
}
|
||||
|
||||
for (int i = 0; i < MAX_TUBES; i++)
|
||||
{
|
||||
if (tubesPos[i].x <= 800) DrawTextureEx(tubes, tubesPos[i], 0, 1.0, WHITE);
|
||||
|
||||
//DrawRectangleLines(tubesRecs[i*2].x, tubesRecs[i*2].y, tubesRecs[i*2].width, tubesRecs[i*2].height, RED);
|
||||
//DrawRectangleLines(tubesRecs[i*2 + 1].x, tubesRecs[i*2 + 1].y, tubesRecs[i*2 + 1].width, tubesRecs[i*2 + 1].height, RED);
|
||||
}
|
||||
|
||||
DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
|
||||
DrawText(FormatText("HI-SCORE: %04i", hiscore), 20, 70, 20, VIOLET);
|
||||
|
||||
if (gameover)
|
||||
{
|
||||
DrawText("GAME OVER", 100, 180, 100, MAROON);
|
||||
DrawText("PRESS ENTER to RETRY!", 280, 280, 20, RED);
|
||||
}
|
||||
|
||||
if (superfx)
|
||||
{
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
|
||||
superfx = false;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(background); // Texture unloading
|
||||
UnloadTexture(tubes); // Texture unloading
|
||||
UnloadTexture(floppy); // Texture unloading
|
||||
|
||||
UnloadSound(coin); // Unload sound data
|
||||
UnloadSound(jump); // Unload sound data
|
||||
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Before Width: | Height: | Size: 224 KiB |
Before Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 19 KiB |
@ -72,7 +72,7 @@ else
|
||||
CFLAGS = -O2 -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O2 -Wall -std=c99 -s USE_GLFW=3
|
||||
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3
|
||||
#-s ASSERTIONS=1 --preload-file resources
|
||||
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
271
games/light_my_ritual/light_my_ritual.c
Normal file
@ -0,0 +1,271 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
|
||||
*
|
||||
* Preparing a ritual session is not that easy.
|
||||
* You must light all the candles before the astral alignment finishes...
|
||||
* but dark creatures move in the shadows to put out all your lights!
|
||||
* Be fast! Be smart! Light my ritual!
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
const int screenWidth = 1280;
|
||||
const int screenHeight = 720;
|
||||
|
||||
// Required variables to manage screen transitions (fade-in, fade-out)
|
||||
float transAlpha = 0;
|
||||
bool onTransition = false;
|
||||
bool transFadeOut = false;
|
||||
int transFromScreen = -1;
|
||||
int transToScreen = -1;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Local Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void TransitionToScreen(int screen);
|
||||
void ChangeToScreen(int screen); // No transition effect
|
||||
void UpdateTransition(void);
|
||||
void DrawTransition(void);
|
||||
|
||||
void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
|
||||
Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM)
|
||||
|
||||
lightsMap = GetImageData(image); // Get image pixels data as an array of Color
|
||||
lightsMapWidth = image.width;
|
||||
lightsMapHeight = image.height;
|
||||
|
||||
UnloadImage(image); // Unload image from CPU memory (RAM)
|
||||
|
||||
//PlayMusicStream("resources/audio/come_play_with_me.ogg");
|
||||
|
||||
font = LoadSpriteFont("resources/font_arcadian.png");
|
||||
//doors = LoadTexture("resources/textures/doors.png");
|
||||
//sndDoor = LoadSound("resources/audio/door.ogg");
|
||||
|
||||
// Setup and Init first screen
|
||||
currentScreen = LOGO_RL;
|
||||
//InitTitleScreen();
|
||||
//InitGameplayScreen();
|
||||
rlInitLogoScreen();
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
#endif
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Unload all global loaded data (i.e. fonts) here!
|
||||
UnloadSpriteFont(font);
|
||||
//UnloadSound(sndDoor);
|
||||
|
||||
free(lightsMap);
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void TransitionToScreen(int screen)
|
||||
{
|
||||
onTransition = true;
|
||||
transFromScreen = currentScreen;
|
||||
transToScreen = screen;
|
||||
}
|
||||
|
||||
void ChangeToScreen(int screen)
|
||||
{
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
switch (screen)
|
||||
{
|
||||
case LOGO_RL: rlInitLogoScreen(); break;
|
||||
case TITLE: InitTitleScreen(); break;
|
||||
case GAMEPLAY: InitGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
currentScreen = screen;
|
||||
}
|
||||
|
||||
void UpdateTransition(void)
|
||||
{
|
||||
if (!transFadeOut)
|
||||
{
|
||||
transAlpha += 0.05f;
|
||||
|
||||
if (transAlpha >= 1.0)
|
||||
{
|
||||
transAlpha = 1.0;
|
||||
|
||||
switch (transFromScreen)
|
||||
{
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
switch (transToScreen)
|
||||
{
|
||||
case LOGO_RL:
|
||||
{
|
||||
rlInitLogoScreen();
|
||||
currentScreen = LOGO_RL;
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
InitTitleScreen();
|
||||
currentScreen = TITLE;
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
InitGameplayScreen();
|
||||
currentScreen = GAMEPLAY;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
transFadeOut = true;
|
||||
}
|
||||
}
|
||||
else // Transition fade out logic
|
||||
{
|
||||
transAlpha -= 0.05f;
|
||||
|
||||
if (transAlpha <= 0)
|
||||
{
|
||||
transAlpha = 0;
|
||||
transFadeOut = false;
|
||||
onTransition = false;
|
||||
transFromScreen = -1;
|
||||
transToScreen = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawTransition(void)
|
||||
{
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
|
||||
}
|
||||
|
||||
// Update and draw game frame
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (!onTransition)
|
||||
{
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO_RL:
|
||||
{
|
||||
rlUpdateLogoScreen();
|
||||
|
||||
if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
|
||||
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
UpdateTitleScreen();
|
||||
|
||||
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
UpdateGameplayScreen();
|
||||
|
||||
if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
|
||||
else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Update transition (fade-in, fade-out)
|
||||
UpdateTransition();
|
||||
}
|
||||
|
||||
UpdateMusicStream();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO_RL: rlDrawLogoScreen(); break;
|
||||
case TITLE: DrawTitleScreen(); break;
|
||||
case GAMEPLAY: DrawGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (onTransition) DrawTransition();
|
||||
|
||||
//DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
203
games/light_my_ritual/makefile
Normal file
@ -0,0 +1,203 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib - Advance Game
|
||||
#
|
||||
# makefile to compile advance game
|
||||
#
|
||||
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# define raylib platform if not defined (by default, compile for RPI)
|
||||
# Other possible platform: PLATFORM_DESKTOP
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
LIBPATH=win32
|
||||
else
|
||||
UNAMEOS:=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
LIBPATH=linux
|
||||
else
|
||||
ifeq ($(UNAMEOS),Darwin)
|
||||
PLATFORM_OS=OSX
|
||||
LIBPATH=osx
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler: gcc for C program, define as g++ for C++
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# define emscripten compiler
|
||||
CC = emcc
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# define llvm compiler for mac
|
||||
CC = clang
|
||||
else
|
||||
# define default gcc compiler
|
||||
CC = gcc
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler flags:
|
||||
# -O2 defines optimization level
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
# -std=c99 use standard C from 1999 revision
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
|
||||
else
|
||||
CFLAGS = -O2 -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
|
||||
#-s ASSERTIONS=1 --preload-file resources
|
||||
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
else
|
||||
INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I../../external/glfw3/include
|
||||
# GLEW
|
||||
INCLUDES += -I../../external/glew/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I../../external/openal_soft/include
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS = -L. -L../../src -L/opt/vc/lib
|
||||
else
|
||||
LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
ifneq ($(PLATFORM_OS),OSX)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
|
||||
# GLEW
|
||||
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
LIBS = C:/raylib/raylib/src/libraylib.bc
|
||||
endif
|
||||
|
||||
# define additional parameters and flags for windows
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
endif
|
||||
|
||||
# define all screen object files required
|
||||
SCREENS = \
|
||||
screens/screen_logo_raylib.o \
|
||||
screens/screen_title.o \
|
||||
screens/screen_gameplay.o \
|
||||
|
||||
# typing 'make' will invoke the first target entry in the file,
|
||||
# in this case, the 'default' target entry is advance_game
|
||||
default: light_my_ritual
|
||||
|
||||
# compile template - advance_game
|
||||
light_my_ritual: light_my_ritual.c $(SCREENS)
|
||||
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile screen LOGO raylib
|
||||
screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen TITLE
|
||||
screens/screen_title.o: screens/screen_title.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ENDING
|
||||
screens/screen_gameplay.o: screens/screen_gameplay.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
else
|
||||
del *.o *.exe
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|