raylib/examples/shapes/shapes_easings_box_anim.c
2024-01-02 20:58:12 +01:00

141 lines
4.9 KiB
C

/*******************************************************************************************
*
* raylib [shapes] example - easings box anim
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "reasings.h" // Required for easing functions
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// 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()/2.0f, -100, 100, 100 };
float rotation = 0.0f;
float alpha = 1.0f;
int state = 0;
int framesCounter = 0;
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
//----------------------------------------------------------------------------------
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((float)framesCounter, -100, GetScreenHeight()/2.0f + 100, 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 1;
}
} break;
case 1: // Scale box to an horizontal bar
{
framesCounter++;
rec.height = EaseBounceOut((float)framesCounter, 100, -90, 120);
rec.width = EaseBounceOut((float)framesCounter, 100, (float)GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 2;
}
} break;
case 2: // Rotate horizontal bar rectangle
{
framesCounter++;
rotation = EaseQuadOut((float)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((float)framesCounter, 10, (float)GetScreenWidth(), 120);
if (framesCounter >= 120)
{
framesCounter = 0;
state = 4;
}
} break;
case 4: // Fade out animation
{
framesCounter++;
alpha = EaseSineOut((float)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()/2.0f, -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;
}