- /*******************************************************************************************
- *
- * raylib [shapes] example - collision area
- *
- * Example originally created with raylib 2.5, last time updated with raylib 2.5
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include <stdlib.h> // Required for: abs()
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //---------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
-
- // Box A: Moving box
- Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
- int boxASpeedX = 4;
-
- // Box B: Mouse moved box
- Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
-
- Rectangle boxCollision = { 0 }; // Collision rectangle
-
- int screenUpperLimit = 40; // Top menu limits
-
- bool pause = false; // Movement pause
- bool collision = false; // Collision detection
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //----------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //-----------------------------------------------------
- // Move box if not paused
- if (!pause) boxA.x += boxASpeedX;
-
- // Bounce box on x screen limits
- if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
-
- // Update player-controlled-box (box02)
- boxB.x = GetMouseX() - boxB.width/2;
- boxB.y = GetMouseY() - boxB.height/2;
-
- // Make sure Box B does not go out of move area limits
- if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
- else if (boxB.x <= 0) boxB.x = 0;
-
- if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
- else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit;
-
- // Check boxes collision
- collision = CheckCollisionRecs(boxA, boxB);
-
- // Get collision rectangle (only on collision)
- if (collision) boxCollision = GetCollisionRec(boxA, boxB);
-
- // Pause Box A movement
- if (IsKeyPressed(KEY_SPACE)) pause = !pause;
- //-----------------------------------------------------
-
- // Draw
- //-----------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
-
- DrawRectangleRec(boxA, GOLD);
- DrawRectangleRec(boxB, BLUE);
-
- if (collision)
- {
- // Draw collision area
- DrawRectangleRec(boxCollision, LIME);
-
- // Draw collision message
- DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
-
- // Draw collision area
- DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
- }
-
- // Draw help instructions
- DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, LIGHTGRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //-----------------------------------------------------
- }
-
- // De-Initialization
- //---------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //----------------------------------------------------------
-
- return 0;
- }
|