raylib-zig/examples/shapes/following_eyes.zig
2025-01-10 19:16:57 +01:00

86 lines
3.7 KiB
Zig

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);
//----------------------------------------------------------------------------------
}
}