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add following eyes example
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examples/shapes/following_eyes.zig
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85
examples/shapes/following_eyes.zig
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const std = @import("std");
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const math = std.math;
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const rl = @import("raylib");
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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rl.initWindow(screenWidth, screenHeight, "raylib-zig [shapes] example - following eyes");
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defer rl.closeWindow(); // Close window and OpenGL context
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const scleraLeftPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 - 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 };
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const scleraRightPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 + 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 };
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const scleraRadius: i32 = 80;
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var irisLeftPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 - 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 };
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var irisRightPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 + 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 };
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const irisRadius: i32 = 24;
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var angle: f32 = 0.0;
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var dx: f32 = 0.0;
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var dy: f32 = 0.0;
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var dxx: f32 = 0.0;
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var dyy: f32 = 0.0;
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl.windowShouldClose()) { // Detect window close button or ESC key
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// Update
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//----------------------------------------------------------------------------------
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irisLeftPosition = rl.getMousePosition();
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irisRightPosition = rl.getMousePosition();
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// Check not inside the left eye sclera
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if (!rl.checkCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius)) {
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dx = irisLeftPosition.x - scleraLeftPosition.x;
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dy = irisLeftPosition.y - scleraLeftPosition.y;
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angle = math.atan2(dy, dx);
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dxx = (scleraRadius - irisRadius) * math.cos(angle);
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dyy = (scleraRadius - irisRadius) * math.sin(angle);
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irisLeftPosition.x = scleraLeftPosition.x + dxx;
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irisLeftPosition.y = scleraLeftPosition.y + dyy;
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}
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// Check not inside the right eye sclera
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if (!rl.checkCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius)) {
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dx = irisRightPosition.x - scleraRightPosition.x;
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dy = irisRightPosition.y - scleraRightPosition.y;
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angle = math.atan2(dy, dx);
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dxx = (scleraRadius - irisRadius) * math.cos(angle);
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dyy = (scleraRadius - irisRadius) * math.sin(angle);
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irisRightPosition.x = scleraRightPosition.x + dxx;
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irisRightPosition.y = scleraRightPosition.y + dyy;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.drawCircleV(scleraLeftPosition, scleraRadius, rl.Color.light_gray);
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rl.drawCircleV(irisLeftPosition, irisRadius, rl.Color.brown);
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rl.drawCircleV(irisLeftPosition, 10, rl.Color.black);
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rl.drawCircleV(scleraRightPosition, scleraRadius, rl.Color.light_gray);
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rl.drawCircleV(irisRightPosition, irisRadius, rl.Color.dark_green);
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rl.drawCircleV(irisRightPosition, 10, rl.Color.black);
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rl.drawFPS(10, 10);
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rl.clearBackground(rl.Color.ray_white);
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//----------------------------------------------------------------------------------
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}
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}
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