diff --git a/examples/shapes/following_eyes.zig b/examples/shapes/following_eyes.zig new file mode 100644 index 0000000..4ea1216 --- /dev/null +++ b/examples/shapes/following_eyes.zig @@ -0,0 +1,85 @@ +const std = @import("std"); +const math = std.math; +const rl = @import("raylib"); + +pub fn main() anyerror!void { + // Initialization + //-------------------------------------------------------------------------------------- + const screenWidth = 800; + const screenHeight = 450; + + rl.initWindow(screenWidth, screenHeight, "raylib-zig [shapes] example - following eyes"); + defer rl.closeWindow(); // Close window and OpenGL context + + const scleraLeftPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 - 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 }; + const scleraRightPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 + 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 }; + const scleraRadius: i32 = 80; + + var irisLeftPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 - 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 }; + var irisRightPosition = rl.Vector2{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0 + 100.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0 }; + const irisRadius: i32 = 24; + + var angle: f32 = 0.0; + var dx: f32 = 0.0; + var dy: f32 = 0.0; + var dxx: f32 = 0.0; + var dyy: f32 = 0.0; + + rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!rl.windowShouldClose()) { // Detect window close button or ESC key + // Update + //---------------------------------------------------------------------------------- + irisLeftPosition = rl.getMousePosition(); + irisRightPosition = rl.getMousePosition(); + + // Check not inside the left eye sclera + if (!rl.checkCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius)) { + dx = irisLeftPosition.x - scleraLeftPosition.x; + dy = irisLeftPosition.y - scleraLeftPosition.y; + + angle = math.atan2(dy, dx); + + dxx = (scleraRadius - irisRadius) * math.cos(angle); + dyy = (scleraRadius - irisRadius) * math.sin(angle); + + irisLeftPosition.x = scleraLeftPosition.x + dxx; + irisLeftPosition.y = scleraLeftPosition.y + dyy; + } + + // Check not inside the right eye sclera + if (!rl.checkCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius)) { + dx = irisRightPosition.x - scleraRightPosition.x; + dy = irisRightPosition.y - scleraRightPosition.y; + + angle = math.atan2(dy, dx); + + dxx = (scleraRadius - irisRadius) * math.cos(angle); + dyy = (scleraRadius - irisRadius) * math.sin(angle); + + irisRightPosition.x = scleraRightPosition.x + dxx; + irisRightPosition.y = scleraRightPosition.y + dyy; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + rl.beginDrawing(); + defer rl.endDrawing(); + + rl.drawCircleV(scleraLeftPosition, scleraRadius, rl.Color.light_gray); + rl.drawCircleV(irisLeftPosition, irisRadius, rl.Color.brown); + rl.drawCircleV(irisLeftPosition, 10, rl.Color.black); + + rl.drawCircleV(scleraRightPosition, scleraRadius, rl.Color.light_gray); + rl.drawCircleV(irisRightPosition, irisRadius, rl.Color.dark_green); + rl.drawCircleV(irisRightPosition, 10, rl.Color.black); + + rl.drawFPS(10, 10); + + rl.clearBackground(rl.Color.ray_white); + //---------------------------------------------------------------------------------- + } +}