Batch of 9 new shapes examples!

Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included:

 - shapes_bouncing_ball
 - shapes_collision_area
 - shapes_following_eyes
 - shapes_draw_circle_sector (requires raygui.h)
 - shapes_draw_rectangle_rounded (requires raygui.h)
 - shapes_draw_ring (requires raygui.h)
 - shapes_easings_ball_anim (requires easings.h)
 - shapes_easings_box_anim (requires easings.h)
 - shapes_easings_rectangle_array (requires easings.h)
This commit is contained in:
Ray 2019-05-03 16:00:16 +02:00
parent 0c53360a3a
commit 62f1511e5f
20 changed files with 4473 additions and 0 deletions

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/*******************************************************************************************
*
* raylib easings (header only file)
*
* Useful easing functions for values animation
*
* This header uses:
* #define EASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
* // This requires lots of memory on system.
* How to use:
* The four inputs t,b,c,d are defined as follows:
* t = current time (in any unit measure, but same unit as duration)
* b = starting value to interpolate
* c = the total change in value of b that needs to occur
* d = total time it should take to complete (duration)
*
* Example:
*
* int currentTime = 0;
* int duration = 100;
* float startPositionX = 0.0f;
* float finalPositionX = 30.0f;
* float currentPositionX = startPositionX;
*
* while (currentPositionX < finalPositionX)
* {
* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
* currentTime++;
* }
*
* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
*
* Robert Penner License
* ---------------------------------------------------------------------------------
* Open source under the BSD License.
*
* Copyright (c) 2001 Robert Penner. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* - Neither the name of the author nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
* ---------------------------------------------------------------------------------
*
* Copyright (c) 2015 Ramon Santamaria
*
* 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.
*
**********************************************************************************************/
#ifndef EASINGS_H
#define EASINGS_H
#define EASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
#if defined(EASINGS_STATIC_INLINE)
#define EASEDEF static inline
#else
#define EASEDEF extern
#endif
#include <math.h> // Required for: sin(), cos(), sqrt(), pow()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
#endif
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
// Linear Easing functions
EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); }
EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); }
EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); }
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
// Sine Easing functions
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2)) + c + b); }
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2)) + b); }
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2*(cos(PI*t/d) - 1) + b); }
// Circular Easing functions
EASEDEF float EaseCircIn(float t, float b, float c, float d) { return (-c*(sqrt(1 - (t/=d)*t) - 1) + b); }
EASEDEF float EaseCircOut(float t, float b, float c, float d) { return (c*sqrt(1 - (t=t/d-1)*t) + b); }
EASEDEF float EaseCircInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (-c/2*(sqrt(1 - t*t) - 1) + b);
return (c/2*(sqrt(1 - t*(t-=2)) + 1) + b);
}
// Cubic Easing functions
EASEDEF float EaseCubicIn(float t, float b, float c, float d) { return (c*(t/=d)*t*t + b); }
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { return (c*((t=t/d-1)*t*t + 1) + b); }
EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (c/2*t*t*t + b);
return (c/2*((t-=2)*t*t + 2) + b);
}
// Quadratic Easing functions
EASEDEF float EaseQuadIn(float t, float b, float c, float d) { return (c*(t/=d)*t + b); }
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { return (-c*(t/=d)*(t-2) + b); }
EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
return (-c/2*(((t-2)*(--t)) - 1) + b);
}
// Exponential Easing functions
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0) ? b : (c*pow(2, 10*(t/d - 1)) + b); }
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(2, -10*t/d) + 1) + b); }
EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
{
if (t == 0) return b;
if (t == d) return (b + c);
if ((t/=d/2) < 1) return (c/2*pow(2, 10*(t - 1)) + b);
return (c/2*(-pow(2, -10*--t) + 2) + b);
}
// Back Easing functions
EASEDEF float EaseBackIn(float t, float b, float c, float d)
{
float s = 1.70158f;
float postFix = t/=d;
return (c*(postFix)*t*((s + 1)*t - s) + b);
}
EASEDEF float EaseBackOut(float t, float b, float c, float d)
{
float s = 1.70158f;
return (c*((t=t/d-1)*t*((s + 1)*t + s) + 1) + b);
}
EASEDEF float EaseBackInOut(float t, float b, float c, float d)
{
float s = 1.70158f;
if ((t/=d/2) < 1) return (c/2*(t*t*(((s*=(1.525f)) + 1)*t - s)) + b);
float postFix = t-=2;
return (c/2*((postFix)*t*(((s*=(1.525f)) + 1)*t + s) + 2) + b);
}
// Bounce Easing functions
EASEDEF float EaseBounceOut(float t, float b, float c, float d)
{
if ((t/=d) < (1/2.75f))
{
return (c*(7.5625f*t*t) + b);
}
else if (t < (2/2.75f))
{
float postFix = t-=(1.5f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.75f) + b);
}
else if (t < (2.5/2.75))
{
float postFix = t-=(2.25f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
}
else
{
float postFix = t-=(2.625f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
}
}
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d-t, 0, c, d) + b); }
EASEDEF float EaseBounceInOut(float t, float b, float c, float d)
{
if (t < d/2) return (EaseBounceIn(t*2, 0, c, d)*0.5f + b);
else return (EaseBounceOut(t*2-d, 0, c, d)*0.5f + c*0.5f + b);
}
// Elastic Easing functions
EASEDEF float EaseElasticIn(float t, float b, float c, float d)
{
if (t == 0) return b;
if ((t/=d) == 1) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/4;
float postFix = a*pow(2, 10*(t-=1));
return (-(postFix*sin((t*d-s)*(2*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
{
if (t == 0) return b;
if ((t/=d) == 1) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/4;
return (a*pow(2,-10*t)*sin((t*d-s)*(2*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
{
if (t == 0) return b;
if ((t/=d/2) == 2) return (b + c);
float p = d*(0.3f*1.5f);
float a = c;
float s = p/4;
if (t < 1)
{
float postFix = a*pow(2, 10*(t-=1));
return -0.5f*(postFix*sin((t*d-s)*(2*PI)/p)) + b;
}
float postFix = a*pow(2, -10*(t-=1));
return (postFix*sin((t*d-s)*(2*PI)/p)*0.5f + c + b);
}
#ifdef __cplusplus
}
#endif
#endif // EASINGS_H

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/*******************************************************************************************
*
* raylib [shapes] example - bouncing ball
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 };
Vector2 ballSpeed = { 5.0f, 4.0f };
int ballRadius = 20;
bool pause = 0;
int framesCounter = 0;
SetTargetFPS(60);
//----------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
if (!pause)
{
ballPosition.x += ballSpeed.x;
ballPosition.y += ballSpeed.y;
// Check walls collision for bouncing
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
}
else framesCounter++;
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, ballRadius, MAROON);
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
// On pause, we draw a blinking message
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - collision area
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for abs()
int main()
{
// Initialization
//---------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
// Box A: Moving box
Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
int boxASpeedX = 4;
// Box B: Mouse moved box
Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
Rectangle boxCollision = { 0 }; // Collision rectangle
int screenUpperLimit = 40; // Top menu limits
bool pause = false; // Movement pause
bool collision = false; // Collision detection
SetTargetFPS(60);
//----------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
// Move box if not paused
if (!pause) boxA.x += boxASpeedX;
// Bounce box on x screen limits
if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
// Update player-controlled-box (box02)
boxB.x = GetMouseX() - boxB.width/2;
boxB.y = GetMouseY() - boxB.height/2;
// Make sure Box B does not go out of move area limits
if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
else if (boxB.x <= 0) boxB.x = 0;
if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
// Check boxes collision
collision = CheckCollisionRecs(boxA, boxB);
// Get collision rectangle (only on collision)
if (collision) boxCollision = GetCollisionRec(boxA, boxB);
// Pause Box A movement
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
DrawRectangleRec(boxA, GOLD);
DrawRectangleRec(boxB, BLUE);
if (collision)
{
// Draw collision area
DrawRectangleRec(boxCollision, LIME);
// Draw collision message
DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
// Draw collision area
DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
}
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - draw circle sector (with gui options)
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
float outerRadius = 180.f;
int startAngle = 0;
int endAngle = 180;
int segments = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6));
// Draw GUI controls
//------------------------------------------------------------------------------
startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", startAngle, 0, 720, true );
endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", endAngle, 0, 720, true);
outerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", outerRadius, 0, 200, true);
segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", segments, 0, 100, true);
//------------------------------------------------------------------------------
DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= 4)? MAROON : DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - draw rectangle rounded (with gui options)
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
float roundness = 0.2f;
int width = 200;
int height = 100;
int segments = 0;
int lineThick = 1;
bool drawRect = false;
bool drawRoundedRect = true;
bool drawRoundedLines = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6));
if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2));
if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4));
// Draw GUI controls
//------------------------------------------------------------------------------
width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", width, 0, GetScreenWidth() - 300, true );
height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", height, 0, GetScreenHeight() - 50, true);
roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", roundness, 0.0f, 1.0f, true);
lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", lineThick, 0, 20, true);
segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", segments, 0, 60, true);
drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);
drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect);
//------------------------------------------------------------------------------
DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - draw ring (with gui options)
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
float innerRadius = 80.0f;
float outerRadius = 190.0f;
int startAngle = 0;
int endAngle = 360;
int segments = 0;
bool drawRing = true;
bool drawRingLines = false;
bool drawCircleLines = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
// Draw GUI controls
//------------------------------------------------------------------------------
startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true);
endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true);
innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true);
outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true);
segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true);
drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
//------------------------------------------------------------------------------
DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - easings box anim
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "easings.h" // Required for easing functions
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
// Box variables to be animated with easings
Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 };
float rotation = 0.0f;
float alpha = 1.0f;
int state = 0;
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch (state)
{
case 0: // Move box down to center of screen
{
framesCounter++;
// NOTE: Remember that 3rd parameter of easing function refers to
// desired value variation, do not confuse it with expected final value!
rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
} break;
case 1: // Scale box to an horizontal bar
{
framesCounter++;
rec.height = EaseBounceOut(framesCounter, 100, -90, 120);
rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 2;
}
} break;
case 2: // Rotate horizontal bar rectangle
{
framesCounter++;
rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
if (framesCounter >= 240)
{
framesCounter = 0;
state = 3;
}
} break;
case 3: // Increase bar size to fill all screen
{
framesCounter++;
rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 4;
}
} break;
case 4: // Fade out animation
{
framesCounter++;
alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
if (framesCounter >= 160)
{
framesCounter = 0;
state = 5;
}
} break;
default: break;
}
// Reset animation at any moment
if (IsKeyPressed(KEY_SPACE))
{
rec = (Rectangle){ GetScreenWidth()/2, -100, 100, 100 };
rotation = 0.0f;
alpha = 1.0f;
state = 0;
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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

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/*******************************************************************************************
*
* raylib [shapes] example - easings rectangle array
*
* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
* the library to same directory as example or make sure it's available on include path.
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "easings.h" // Required for easing functions
#define RECS_WIDTH 50
#define RECS_HEIGHT 50
#define MAX_RECS_X 800/RECS_WIDTH
#define MAX_RECS_Y 450/RECS_HEIGHT
#define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
Rectangle recs[MAX_RECS_X*MAX_RECS_Y];
for (int y = 0; y < MAX_RECS_Y; y++)
{
for (int x = 0; x < MAX_RECS_X; x++)
{
recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2 + RECS_WIDTH*x;
recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2 + RECS_HEIGHT*y;
recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
}
}
float rotation = 0.0f;
int framesCounter = 0;
int state = 0; // Rectangles animation state: 0-Playing, 1-Finished
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0)
{
framesCounter++;
for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
{
recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
if (recs[i].height < 0) recs[i].height = 0;
if (recs[i].width < 0) recs[i].width = 0;
if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing
rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
}
}
else if ((state == 1) && IsKeyPressed(KEY_SPACE))
{
// When animation has finished, press space to restart
framesCounter = 0;
for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
{
recs[i].height = RECS_HEIGHT;
recs[i].width = RECS_WIDTH;
}
state = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (state == 0)
{
for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
{
DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
}
}
else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [shapes] example - following eyes
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for: atan2f()
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
float scleraRadius = 80;
Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
float irisRadius = 24;
float angle;
float dx, dy, dxx, dyy;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition();
irisRightPosition = GetMousePosition();
// Check not inside the left eye sclera
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
{
dx = irisLeftPosition.x - scleraLeftPosition.x;
dy = irisLeftPosition.y - scleraLeftPosition.y;
angle = atan2f(dy, dx);
dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);
irisLeftPosition.x = scleraLeftPosition.x + dxx;
irisLeftPosition.y = scleraLeftPosition.y + dyy;
}
// Check not inside the right eye sclera
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
{
dx = irisRightPosition.x - scleraRightPosition.x;
dy = irisRightPosition.y - scleraRightPosition.y;
angle = atan2f(dy, dx);
dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);
irisRightPosition.x = scleraRightPosition.x + dxx;
irisRightPosition.y = scleraRightPosition.y + dyy;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisLeftPosition, irisRadius, BROWN);
DrawCircleV(irisLeftPosition, 10, BLACK);
DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
DrawCircleV(irisRightPosition, 10, BLACK);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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