/******************************************************************************************* * * 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 // Required for: atan2f() int main(void) { // 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 = 0.0f; float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f; 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 //---------------------------------------------------------------------------------- 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; }