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, .light_gray); rl.drawCircleV(irisLeftPosition, irisRadius, .brown); rl.drawCircleV(irisLeftPosition, 10, .black); rl.drawCircleV(scleraRightPosition, scleraRadius, .light_gray); rl.drawCircleV(irisRightPosition, irisRadius, .dark_green); rl.drawCircleV(irisRightPosition, 10, .black); rl.drawFPS(10, 10); rl.clearBackground(.ray_white); //---------------------------------------------------------------------------------- } }