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/******************************************************************************************* |
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* |
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* raylib [shapes] example - bullet hell |
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* |
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* Example complexity rating: [★☆☆☆] 1/4 |
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* |
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* Example originally created with raylib 5.6, last time updated with raylib 5.6 |
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* |
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* Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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* |
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* Copyright (c) 2025-2025 Zero (@zerohorsepower) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include <stdlib.h> // Required for: malloc(), free() |
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#include <math.h> // Required for: cosf(), sinf() |
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#define MAX_BULLETS 500000 // Max bullets that 800x450 can keep on minimum settings is 130.000 bullets |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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typedef struct Bullet { |
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Vector2 position; |
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Vector2 acceleration; // the amount of pixels to be incremented to position every frame |
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bool disabled; // skip processing and draw case out of screen |
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Color color; |
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} Bullet; |
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//---------------------------------------------------------------------------------- |
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// Module Functions Declaration |
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//---------------------------------------------------------------------------------- |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell"); |
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// Bullet |
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Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array |
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int bulletCount = 0; |
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int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen |
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int bulletRadius = 10; |
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float bulletSpeed = 3.0f; |
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int bulletRows = 6; |
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Color bulletColor[2] = { RED, BLUE }; |
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// Spawner |
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float baseDirection = 0; |
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int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame |
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float spawnCooldown = 2; |
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float spawnCooldownTimer = spawnCooldown; |
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// Magic circle |
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float magicCircleRotation = 0; |
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// Used on performance drawing |
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RenderTexture bulletTexture = LoadRenderTexture(24, 24); |
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// Draw circle to bullet texture, then draw bullet using DrawTexture() |
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// This is being done to improve the performance, since DrawCircle() is slow |
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BeginDrawing(); |
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BeginTextureMode(bulletTexture); |
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DrawCircle(12, 12, bulletRadius, WHITE); |
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DrawCircleLines(12, 12, bulletRadius, BLACK); |
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EndTextureMode(); |
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EndDrawing(); |
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bool drawInPerformanceMode = true; |
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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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// Reset the bullet index |
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// New bullets will replace the old ones that are already disabled due to out-of-screen |
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if (bulletCount >= MAX_BULLETS) |
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{ |
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bulletCount = 0; |
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bulletDisabledCount = 0; |
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} |
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spawnCooldownTimer--; |
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if (spawnCooldownTimer < 0) |
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{ |
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spawnCooldownTimer = spawnCooldown; |
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// Spawn bullets |
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float degreesPerRow = 360.0f / bulletRows; |
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for (int row = 0; row < bulletRows; row++) |
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{ |
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if (bulletCount < MAX_BULLETS) |
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{ |
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bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2}; |
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bullets[bulletCount].disabled = false; |
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bullets[bulletCount].color = bulletColor[row % 2]; |
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float bulletDirection = baseDirection + (degreesPerRow * row); |
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// bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented |
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// from the bullet position every frame. Since the bullets doesn't change its direction and speed, |
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// only need to calculate it at the spawning time. |
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// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise. |
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// Case you want it to be anti-clockwise, add "* -1" at the y acceleration |
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bullets[bulletCount].acceleration = (Vector2){ |
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bulletSpeed * cosf(bulletDirection * DEG2RAD), |
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bulletSpeed * sinf(bulletDirection * DEG2RAD) |
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}; |
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bulletCount++; |
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} |
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} |
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baseDirection += angleIncrement; |
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} |
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// Update bullets position based on its acceleration |
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for (int i = 0; i < bulletCount; i++) |
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{ |
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// Only update bullet if inside the screen |
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if (!bullets[i].disabled) |
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{ |
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bullets[i].position.x += bullets[i].acceleration.x; |
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bullets[i].position.y += bullets[i].acceleration.y; |
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// Disable bullet if out of screen |
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if |
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( |
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bullets[i].position.x < -bulletRadius*2 || |
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bullets[i].position.x > screenWidth + bulletRadius*2 || |
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bullets[i].position.y < -bulletRadius*2 || |
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bullets[i].position.y > screenHeight + bulletRadius*2 |
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) |
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{ |
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bullets[i].disabled = true; |
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bulletDisabledCount++; |
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} |
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} |
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} |
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// Input |
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if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++; |
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if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--; |
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if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f; |
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if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && bulletSpeed > 0.50f) bulletSpeed -= 0.25f; |
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if (IsKeyPressed(KEY_Z) && spawnCooldown > 1) spawnCooldown--; |
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if (IsKeyPressed(KEY_X)) spawnCooldown++; |
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if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode; |
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if (IsKeyDown(KEY_SPACE)) |
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{ |
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angleIncrement += 1; |
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angleIncrement %= 360; |
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} |
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if (IsKeyPressed(KEY_C)) |
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{ |
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bulletCount = 0; |
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bulletDisabledCount = 0; |
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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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// Draw magic circle |
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magicCircleRotation++; |
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DrawRectanglePro( |
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(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 }, |
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(Vector2) { 60, 60 }, |
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magicCircleRotation, |
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PURPLE |
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); |
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DrawRectanglePro( |
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(Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 }, |
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(Vector2) { 60, 60 }, |
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magicCircleRotation + 45, |
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PURPLE |
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); |
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DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK); |
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DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK); |
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DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK); |
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// Draw bullets |
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// DrawInPerformanceMode = draw bullets using DrawTexture, DrawCircle is vary slow |
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if (drawInPerformanceMode) |
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{ |
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for (int i = 0; i < bulletCount; i++) |
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{ |
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// Do not draw disabled bullets (out of screen) |
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if (!bullets[i].disabled) |
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{ |
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DrawTexture( |
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bulletTexture.texture, |
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bullets[i].position.x - bulletTexture.texture.width*0.5f, |
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bullets[i].position.y - bulletTexture.texture.height*0.5f, |
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bullets[i].color |
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); |
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} |
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} |
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} else { |
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for (int i = 0; i < bulletCount; i++) |
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{ |
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// Do not draw disabled bullets (out of screen) |
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if (!bullets[i].disabled) |
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{ |
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DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color); |
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DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK); |
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} |
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} |
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} |
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// Draw UI |
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DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 }); |
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DrawText("Controls:", 20, 20, 10, LIGHTGRAY); |
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DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY); |
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DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY); |
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DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY); |
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DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY); |
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DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY); |
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DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY); |
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DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 }); |
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if (drawInPerformanceMode) |
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{ |
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DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN); |
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} else { |
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DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED); |
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} |
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DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 }); |
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DrawText( |
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TextFormat( |
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"[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]", |
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GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed, angleIncrement, spawnCooldown |
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), |
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155, |
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420, |
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10, |
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GREEN |
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); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadRenderTexture(bulletTexture); |
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free(bullets); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |