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Update textures_sprite_stacking.c
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@ -17,7 +17,8 @@
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include "raymath.h" // Required for: Clamp()
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -33,18 +34,14 @@ int main(void)
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Texture2D booth = LoadTexture("resources/booth.png");
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// The overall scale of the stacked sprite
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float stackScale = 3.0f;
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// The vertical spacing between each layer
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float stackSpacing = 2.0f;
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// The number of layers. Used for calculating the size of a single slice
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unsigned int stackCount = 122;
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// The speed to rotate the stacked sprite
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float rotationSpeed = 30.0f;
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// The current rotation of the stacked sprite
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float rotation = 0.0f;
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// The amount that speed will change by when the user presses A/D
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const float speedChange = 0.25f;
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float stackScale = 3.0f; // Overall scale of the stacked sprite
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float stackSpacing = 2.0f; // Vertical spacing between each layer
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unsigned int stackCount = 122; // Number of layers, used for calculating the size of a single slice
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float rotationSpeed = 30.0f; // Stacked sprites rotation speed
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float rotation = 0.0f; // Current rotation of the stacked sprite
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const float speedChange = 0.25f; // Amount speed will change by when the user presses A/D
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -57,22 +54,16 @@ int main(void)
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stackSpacing = Clamp(stackSpacing, 0.0f, 5.0f);
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// Add a positive/negative offset to spin right/left at different speeds
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
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{
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rotationSpeed -= speedChange;
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}
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) rotationSpeed -= speedChange;
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) rotationSpeed += speedChange;
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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{
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rotationSpeed += speedChange;
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}
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rotation += rotationSpeed * GetFrameTime();
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rotation += rotationSpeed*GetFrameTime();
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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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// Get the size of a single slice
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@ -86,20 +77,19 @@ int main(void)
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// Draw the stacked sprite, rotated to the correct angle, with an vertical offset applied based on its y location
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for (int i = stackCount - 1; i >= 0; i--)
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{
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Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
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// Center vertically
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Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
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Rectangle dest = { screenWidth/2.0f, (screenHeight/2.0f) + (i*stackSpacing) - (stackSpacing*stackCount/2.0f), scaledWidth, scaledHeight };
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Vector2 origin = { scaledWidth/2.0f, scaledHeight/2.0f };
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DrawTexturePro(booth, source, dest, origin, rotation, WHITE);
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}
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DrawText("a/d to spin\nmouse wheel to change separation (aka 'angle')", 10, 10, 20, DARKGRAY);
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const char *spacingText = TextFormat("current spacing: %.01f", stackSpacing);
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DrawText(spacingText, 10, 50, 20, DARKGRAY);
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const char *speedText = TextFormat("current speed: %.02f", rotationSpeed);
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DrawText(speedText, 10, 70, 20, DARKGRAY);
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DrawText("A/D to spin\nmouse wheel to change separation (aka 'angle')", 10, 10, 20, DARKGRAY);
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DrawText(TextFormat("current spacing: %.01f", stackSpacing), 10, 50, 20, DARKGRAY);
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DrawText(TextFormat("current speed: %.02f", rotationSpeed), 10, 70, 20, DARKGRAY);
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DrawText("redbooth model (c) kluchek under cc 4.0", 10, 420, 20, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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