|  |  | @ -0,0 +1,286 @@ | 
		
	
		
			
			|  |  |  | /******************************************************************************************* | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   raylib [shapes] example - bullet hell | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Example complexity rating: [★☆☆☆] 1/4 | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Example originally created with raylib 5.6, last time updated with raylib 5.6 | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5) | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   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) 2025-2025 Zero (@zerohorsepower) | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | ********************************************************************************************/ | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | #include "raylib.h" | 
		
	
		
			
			|  |  |  | #include <stdlib.h> // Required for: malloc(), free() | 
		
	
		
			
			|  |  |  | #include <math.h> // Required for: cosf(), sinf() | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | #define MAX_BULLETS 500000 // Max bullets that 800x450 can keep on minimum settings is 130.000 bullets | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | // Types and Structures Definition | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | typedef struct Bullet { | 
		
	
		
			
			|  |  |  | Vector2 position; | 
		
	
		
			
			|  |  |  | Vector2 acceleration; // the amount of pixels to be incremented to position every frame | 
		
	
		
			
			|  |  |  | bool disabled; // skip processing and draw case out of screen | 
		
	
		
			
			|  |  |  | Color color; | 
		
	
		
			
			|  |  |  | } Bullet; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | // Module Functions Declaration | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | //------------------------------------------------------------------------------------ | 
		
	
		
			
			|  |  |  | // Program main entry point | 
		
	
		
			
			|  |  |  | //------------------------------------------------------------------------------------ | 
		
	
		
			
			|  |  |  | int main(void) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Initialization | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | const int screenWidth = 800; | 
		
	
		
			
			|  |  |  | const int screenHeight = 450; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Bullet | 
		
	
		
			
			|  |  |  | Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array | 
		
	
		
			
			|  |  |  | int bulletCount = 0; | 
		
	
		
			
			|  |  |  | int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen | 
		
	
		
			
			|  |  |  | int bulletRadius = 10; | 
		
	
		
			
			|  |  |  | float bulletSpeed = 3.0f; | 
		
	
		
			
			|  |  |  | int bulletRows = 6; | 
		
	
		
			
			|  |  |  | Color bulletColor[2] = { RED, BLUE }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Spawner | 
		
	
		
			
			|  |  |  | float baseDirection = 0; | 
		
	
		
			
			|  |  |  | int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame | 
		
	
		
			
			|  |  |  | float spawnCooldown = 2; | 
		
	
		
			
			|  |  |  | float spawnCooldownTimer = spawnCooldown; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Magic circle | 
		
	
		
			
			|  |  |  | float magicCircleRotation = 0; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Used on performance drawing | 
		
	
		
			
			|  |  |  | RenderTexture bulletTexture = LoadRenderTexture(24, 24); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw circle to bullet texture, then draw bullet using DrawTexture() | 
		
	
		
			
			|  |  |  | // This is being done to improve the performance, since DrawCircle() is slow | 
		
	
		
			
			|  |  |  | BeginDrawing(); | 
		
	
		
			
			|  |  |  | BeginTextureMode(bulletTexture); | 
		
	
		
			
			|  |  |  | DrawCircle(12, 12, bulletRadius, WHITE); | 
		
	
		
			
			|  |  |  | DrawCircleLines(12, 12, bulletRadius, BLACK); | 
		
	
		
			
			|  |  |  | EndTextureMode(); | 
		
	
		
			
			|  |  |  | EndDrawing(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | bool drawInPerformanceMode = true; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | SetTargetFPS(60); | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Main game loop | 
		
	
		
			
			|  |  |  | while (!WindowShouldClose())    // Detect window close button or ESC key | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Update | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Reset the bullet index | 
		
	
		
			
			|  |  |  | // New bullets will replace the old ones that are already disabled due to out-of-screen | 
		
	
		
			
			|  |  |  | if (bulletCount >= MAX_BULLETS) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | bulletCount = 0; | 
		
	
		
			
			|  |  |  | bulletDisabledCount = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | spawnCooldownTimer--; | 
		
	
		
			
			|  |  |  | if (spawnCooldownTimer < 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | spawnCooldownTimer = spawnCooldown; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Spawn bullets | 
		
	
		
			
			|  |  |  | float degreesPerRow = 360.0f / bulletRows; | 
		
	
		
			
			|  |  |  | for (int row = 0; row < bulletRows; row++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (bulletCount < MAX_BULLETS) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2}; | 
		
	
		
			
			|  |  |  | bullets[bulletCount].disabled = false; | 
		
	
		
			
			|  |  |  | bullets[bulletCount].color = bulletColor[row % 2]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float bulletDirection = baseDirection + (degreesPerRow * row); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented | 
		
	
		
			
			|  |  |  | // from the bullet position every frame. Since the bullets doesn't change its direction and speed, | 
		
	
		
			
			|  |  |  | // only need to calculate it at the spawning time. | 
		
	
		
			
			|  |  |  | // 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise. | 
		
	
		
			
			|  |  |  | // Case you want it to be anti-clockwise, add "* -1" at the y acceleration | 
		
	
		
			
			|  |  |  | bullets[bulletCount].acceleration = (Vector2){ | 
		
	
		
			
			|  |  |  | bulletSpeed * cosf(bulletDirection * DEG2RAD), | 
		
	
		
			
			|  |  |  | bulletSpeed * sinf(bulletDirection * DEG2RAD) | 
		
	
		
			
			|  |  |  | }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | bulletCount++; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | baseDirection += angleIncrement; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Update bullets position based on its acceleration | 
		
	
		
			
			|  |  |  | for (int i = 0; i < bulletCount; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Only update bullet if inside the screen | 
		
	
		
			
			|  |  |  | if (!bullets[i].disabled) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | bullets[i].position.x += bullets[i].acceleration.x; | 
		
	
		
			
			|  |  |  | bullets[i].position.y += bullets[i].acceleration.y; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Disable bullet if out of screen | 
		
	
		
			
			|  |  |  | if | 
		
	
		
			
			|  |  |  | ( | 
		
	
		
			
			|  |  |  | bullets[i].position.x < -bulletRadius*2 || | 
		
	
		
			
			|  |  |  | bullets[i].position.x > screenWidth + bulletRadius*2 || | 
		
	
		
			
			|  |  |  | bullets[i].position.y < -bulletRadius*2 || | 
		
	
		
			
			|  |  |  | bullets[i].position.y > screenHeight + bulletRadius*2 | 
		
	
		
			
			|  |  |  | ) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | bullets[i].disabled = true; | 
		
	
		
			
			|  |  |  | bulletDisabledCount++; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Input | 
		
	
		
			
			|  |  |  | if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++; | 
		
	
		
			
			|  |  |  | if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--; | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f; | 
		
	
		
			
			|  |  |  | if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && bulletSpeed > 0.50f) bulletSpeed -= 0.25f; | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_Z) && spawnCooldown > 1) spawnCooldown--; | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_X)) spawnCooldown++; | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_SPACE)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | angleIncrement += 1; | 
		
	
		
			
			|  |  |  | angleIncrement %= 360; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_C)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | bulletCount = 0; | 
		
	
		
			
			|  |  |  | bulletDisabledCount = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | BeginDrawing(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | ClearBackground(RAYWHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw magic circle | 
		
	
		
			
			|  |  |  | magicCircleRotation++; | 
		
	
		
			
			|  |  |  | DrawRectanglePro( | 
		
	
		
			
			|  |  |  | (Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 }, | 
		
	
		
			
			|  |  |  | (Vector2) { 60, 60 }, | 
		
	
		
			
			|  |  |  | magicCircleRotation, | 
		
	
		
			
			|  |  |  | PURPLE | 
		
	
		
			
			|  |  |  | ); | 
		
	
		
			
			|  |  |  | DrawRectanglePro( | 
		
	
		
			
			|  |  |  | (Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 }, | 
		
	
		
			
			|  |  |  | (Vector2) { 60, 60 }, | 
		
	
		
			
			|  |  |  | magicCircleRotation + 45, | 
		
	
		
			
			|  |  |  | PURPLE | 
		
	
		
			
			|  |  |  | ); | 
		
	
		
			
			|  |  |  | DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK); | 
		
	
		
			
			|  |  |  | DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK); | 
		
	
		
			
			|  |  |  | DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw bullets | 
		
	
		
			
			|  |  |  | // DrawInPerformanceMode = draw bullets using DrawTexture, DrawCircle is vary slow | 
		
	
		
			
			|  |  |  | if (drawInPerformanceMode) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | for (int i = 0; i < bulletCount; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Do not draw disabled bullets (out of screen) | 
		
	
		
			
			|  |  |  | if (!bullets[i].disabled) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | DrawTexture( | 
		
	
		
			
			|  |  |  | bulletTexture.texture, | 
		
	
		
			
			|  |  |  | bullets[i].position.x - bulletTexture.texture.width*0.5f, | 
		
	
		
			
			|  |  |  | bullets[i].position.y - bulletTexture.texture.height*0.5f, | 
		
	
		
			
			|  |  |  | bullets[i].color | 
		
	
		
			
			|  |  |  | ); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } else { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int i = 0; i < bulletCount; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Do not draw disabled bullets (out of screen) | 
		
	
		
			
			|  |  |  | if (!bullets[i].disabled) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color); | 
		
	
		
			
			|  |  |  | DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw UI | 
		
	
		
			
			|  |  |  | DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 }); | 
		
	
		
			
			|  |  |  | DrawText("Controls:", 20, 20, 10, LIGHTGRAY); | 
		
	
		
			
			|  |  |  | DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY); | 
		
	
		
			
			|  |  |  | DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY); | 
		
	
		
			
			|  |  |  | DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY); | 
		
	
		
			
			|  |  |  | DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY); | 
		
	
		
			
			|  |  |  | DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY); | 
		
	
		
			
			|  |  |  | DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 }); | 
		
	
		
			
			|  |  |  | if (drawInPerformanceMode) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN); | 
		
	
		
			
			|  |  |  | } else { | 
		
	
		
			
			|  |  |  | DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 }); | 
		
	
		
			
			|  |  |  | DrawText( | 
		
	
		
			
			|  |  |  | TextFormat( | 
		
	
		
			
			|  |  |  | "[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]", | 
		
	
		
			
			|  |  |  | GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed,  angleIncrement, spawnCooldown | 
		
	
		
			
			|  |  |  | ), | 
		
	
		
			
			|  |  |  | 155, | 
		
	
		
			
			|  |  |  | 420, | 
		
	
		
			
			|  |  |  | 10, | 
		
	
		
			
			|  |  |  | GREEN | 
		
	
		
			
			|  |  |  | ); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndDrawing(); | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // De-Initialization | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | UnloadRenderTexture(bulletTexture); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | free(bullets); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | CloseWindow();        // Close window and OpenGL context | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return 0; | 
		
	
		
			
			|  |  |  | } |