raylib/examples/shapes/shapes_following_eyes.c
Ray 62f1511e5f 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)
2019-05-03 16:00:16 +02:00

104 lines
3.9 KiB
C

/*******************************************************************************************
*
* 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;
}