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- /*******************************************************************************************
- *
- * raylib [textures] example - sprite explosion
- *
- * This example has been created using raylib 2.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #define NUM_FRAMES_PER_LINE 5
- #define NUM_LINES 5
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
-
- InitAudioDevice();
-
- // Load explosion sound
- Sound fxBoom = LoadSound("resources/boom.wav");
-
- // Load explosion texture
- Texture2D explosion = LoadTexture("resources/explosion.png");
-
- // Init variables for animation
- int frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
- int frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
- int currentFrame = 0;
- int currentLine = 0;
-
- Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
- Vector2 position = { 0.0f, 0.0f };
-
- bool active = false;
- int framesCounter = 0;
-
- SetTargetFPS(120);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
-
- // Check for mouse button pressed and activate explosion (if not active)
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
- {
- position = GetMousePosition();
- active = true;
-
- position.x -= frameWidth/2.0f;
- position.y -= frameHeight/2.0f;
-
- PlaySound(fxBoom);
- }
-
- // Compute explosion animation frames
- if (active)
- {
- framesCounter++;
-
- if (framesCounter > 2)
- {
- currentFrame++;
-
- if (currentFrame >= NUM_FRAMES_PER_LINE)
- {
- currentFrame = 0;
- currentLine++;
-
- if (currentLine >= NUM_LINES)
- {
- currentLine = 0;
- active = false;
- }
- }
-
- framesCounter = 0;
- }
- }
-
- frameRec.x = (float)frameWidth*currentFrame;
- frameRec.y = (float)frameHeight*currentLine;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw explosion required frame rectangle
- if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(explosion); // Unload texture
- UnloadSound(fxBoom); // Unload sound
-
- CloseAudioDevice();
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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