2545f62565
* Added support for additional mouse buttons * Renamed mouse button enum Co-authored-by: Lambert Wang <lambert.ww@gmail.com>
120 lines
3.7 KiB
C
120 lines
3.7 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - sprite explosion
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_FRAMES_PER_LINE 5
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#define NUM_LINES 5
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
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InitAudioDevice();
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// Load explosion sound
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Sound fxBoom = LoadSound("resources/boom.wav");
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// Load explosion texture
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Texture2D explosion = LoadTexture("resources/explosion.png");
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// Init variables for animation
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float frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
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float frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
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int currentFrame = 0;
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int currentLine = 0;
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Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
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Vector2 position = { 0.0f, 0.0f };
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bool active = false;
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int framesCounter = 0;
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SetTargetFPS(120);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Check for mouse button pressed and activate explosion (if not active)
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !active)
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{
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position = GetMousePosition();
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active = true;
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position.x -= frameWidth/2.0f;
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position.y -= frameHeight/2.0f;
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PlaySound(fxBoom);
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}
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// Compute explosion animation frames
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if (active)
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{
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framesCounter++;
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if (framesCounter > 2)
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{
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currentFrame++;
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if (currentFrame >= NUM_FRAMES_PER_LINE)
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{
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currentFrame = 0;
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currentLine++;
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if (currentLine >= NUM_LINES)
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{
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currentLine = 0;
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active = false;
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}
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}
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framesCounter = 0;
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}
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}
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frameRec.x = frameWidth*currentFrame;
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frameRec.y = frameHeight*currentLine;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw explosion required frame rectangle
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if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(explosion); // Unload texture
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UnloadSound(fxBoom); // Unload sound
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CloseAudioDevice();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |