Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included: - shapes_bouncing_ball - shapes_collision_area - shapes_following_eyes - shapes_draw_circle_sector (requires raygui.h) - shapes_draw_rectangle_rounded (requires raygui.h) - shapes_draw_ring (requires raygui.h) - shapes_easings_ball_anim (requires easings.h) - shapes_easings_box_anim (requires easings.h) - shapes_easings_rectangle_array (requires easings.h)pull/832/head
@ -0,0 +1,257 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib easings (header only file) | |||||
* | |||||
* Useful easing functions for values animation | |||||
* | |||||
* This header uses: | |||||
* #define EASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster. | |||||
* // This requires lots of memory on system. | |||||
* How to use: | |||||
* The four inputs t,b,c,d are defined as follows: | |||||
* t = current time (in any unit measure, but same unit as duration) | |||||
* b = starting value to interpolate | |||||
* c = the total change in value of b that needs to occur | |||||
* d = total time it should take to complete (duration) | |||||
* | |||||
* Example: | |||||
* | |||||
* int currentTime = 0; | |||||
* int duration = 100; | |||||
* float startPositionX = 0.0f; | |||||
* float finalPositionX = 30.0f; | |||||
* float currentPositionX = startPositionX; | |||||
* | |||||
* while (currentPositionX < finalPositionX) | |||||
* { | |||||
* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration); | |||||
* currentTime++; | |||||
* } | |||||
* | |||||
* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/) | |||||
* | |||||
* Robert Penner License | |||||
* --------------------------------------------------------------------------------- | |||||
* Open source under the BSD License. | |||||
* | |||||
* Copyright (c) 2001 Robert Penner. All rights reserved. | |||||
* | |||||
* Redistribution and use in source and binary forms, with or without modification, | |||||
* are permitted provided that the following conditions are met: | |||||
* | |||||
* - Redistributions of source code must retain the above copyright notice, | |||||
* this list of conditions and the following disclaimer. | |||||
* - Redistributions in binary form must reproduce the above copyright notice, | |||||
* this list of conditions and the following disclaimer in the documentation | |||||
* and/or other materials provided with the distribution. | |||||
* - Neither the name of the author nor the names of contributors may be used | |||||
* to endorse or promote products derived from this software without specific | |||||
* prior written permission. | |||||
* | |||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | |||||
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | |||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, | |||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | |||||
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | |||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE | |||||
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED | |||||
* OF THE POSSIBILITY OF SUCH DAMAGE. | |||||
* --------------------------------------------------------------------------------- | |||||
* | |||||
* Copyright (c) 2015 Ramon Santamaria | |||||
* | |||||
* This software is provided "as-is", without any express or implied warranty. In no event | |||||
* will the authors be held liable for any damages arising from the use of this software. | |||||
* | |||||
* Permission is granted to anyone to use this software for any purpose, including commercial | |||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions: | |||||
* | |||||
* 1. The origin of this software must not be misrepresented; you must not claim that you | |||||
* wrote the original software. If you use this software in a product, an acknowledgment | |||||
* in the product documentation would be appreciated but is not required. | |||||
* | |||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |||||
* as being the original software. | |||||
* | |||||
* 3. This notice may not be removed or altered from any source distribution. | |||||
* | |||||
**********************************************************************************************/ | |||||
#ifndef EASINGS_H | |||||
#define EASINGS_H | |||||
#define EASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline | |||||
#if defined(EASINGS_STATIC_INLINE) | |||||
#define EASEDEF static inline | |||||
#else | |||||
#define EASEDEF extern | |||||
#endif | |||||
#include <math.h> // Required for: sin(), cos(), sqrt(), pow() | |||||
#ifndef PI | |||||
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h | |||||
#endif | |||||
#ifdef __cplusplus | |||||
extern "C" { // Prevents name mangling of functions | |||||
#endif | |||||
// Linear Easing functions | |||||
EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); } | |||||
EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); } | |||||
EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); } | |||||
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); } | |||||
// Sine Easing functions | |||||
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2)) + c + b); } | |||||
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2)) + b); } | |||||
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2*(cos(PI*t/d) - 1) + b); } | |||||
// Circular Easing functions | |||||
EASEDEF float EaseCircIn(float t, float b, float c, float d) { return (-c*(sqrt(1 - (t/=d)*t) - 1) + b); } | |||||
EASEDEF float EaseCircOut(float t, float b, float c, float d) { return (c*sqrt(1 - (t=t/d-1)*t) + b); } | |||||
EASEDEF float EaseCircInOut(float t, float b, float c, float d) | |||||
{ | |||||
if ((t/=d/2) < 1) return (-c/2*(sqrt(1 - t*t) - 1) + b); | |||||
return (c/2*(sqrt(1 - t*(t-=2)) + 1) + b); | |||||
} | |||||
// Cubic Easing functions | |||||
EASEDEF float EaseCubicIn(float t, float b, float c, float d) { return (c*(t/=d)*t*t + b); } | |||||
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { return (c*((t=t/d-1)*t*t + 1) + b); } | |||||
EASEDEF float EaseCubicInOut(float t, float b, float c, float d) | |||||
{ | |||||
if ((t/=d/2) < 1) return (c/2*t*t*t + b); | |||||
return (c/2*((t-=2)*t*t + 2) + b); | |||||
} | |||||
// Quadratic Easing functions | |||||
EASEDEF float EaseQuadIn(float t, float b, float c, float d) { return (c*(t/=d)*t + b); } | |||||
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { return (-c*(t/=d)*(t-2) + b); } | |||||
EASEDEF float EaseQuadInOut(float t, float b, float c, float d) | |||||
{ | |||||
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b); | |||||
return (-c/2*(((t-2)*(--t)) - 1) + b); | |||||
} | |||||
// Exponential Easing functions | |||||
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0) ? b : (c*pow(2, 10*(t/d - 1)) + b); } | |||||
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(2, -10*t/d) + 1) + b); } | |||||
EASEDEF float EaseExpoInOut(float t, float b, float c, float d) | |||||
{ | |||||
if (t == 0) return b; | |||||
if (t == d) return (b + c); | |||||
if ((t/=d/2) < 1) return (c/2*pow(2, 10*(t - 1)) + b); | |||||
return (c/2*(-pow(2, -10*--t) + 2) + b); | |||||
} | |||||
// Back Easing functions | |||||
EASEDEF float EaseBackIn(float t, float b, float c, float d) | |||||
{ | |||||
float s = 1.70158f; | |||||
float postFix = t/=d; | |||||
return (c*(postFix)*t*((s + 1)*t - s) + b); | |||||
} | |||||
EASEDEF float EaseBackOut(float t, float b, float c, float d) | |||||
{ | |||||
float s = 1.70158f; | |||||
return (c*((t=t/d-1)*t*((s + 1)*t + s) + 1) + b); | |||||
} | |||||
EASEDEF float EaseBackInOut(float t, float b, float c, float d) | |||||
{ | |||||
float s = 1.70158f; | |||||
if ((t/=d/2) < 1) return (c/2*(t*t*(((s*=(1.525f)) + 1)*t - s)) + b); | |||||
float postFix = t-=2; | |||||
return (c/2*((postFix)*t*(((s*=(1.525f)) + 1)*t + s) + 2) + b); | |||||
} | |||||
// Bounce Easing functions | |||||
EASEDEF float EaseBounceOut(float t, float b, float c, float d) | |||||
{ | |||||
if ((t/=d) < (1/2.75f)) | |||||
{ | |||||
return (c*(7.5625f*t*t) + b); | |||||
} | |||||
else if (t < (2/2.75f)) | |||||
{ | |||||
float postFix = t-=(1.5f/2.75f); | |||||
return (c*(7.5625f*(postFix)*t + 0.75f) + b); | |||||
} | |||||
else if (t < (2.5/2.75)) | |||||
{ | |||||
float postFix = t-=(2.25f/2.75f); | |||||
return (c*(7.5625f*(postFix)*t + 0.9375f) + b); | |||||
} | |||||
else | |||||
{ | |||||
float postFix = t-=(2.625f/2.75f); | |||||
return (c*(7.5625f*(postFix)*t + 0.984375f) + b); | |||||
} | |||||
} | |||||
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d-t, 0, c, d) + b); } | |||||
EASEDEF float EaseBounceInOut(float t, float b, float c, float d) | |||||
{ | |||||
if (t < d/2) return (EaseBounceIn(t*2, 0, c, d)*0.5f + b); | |||||
else return (EaseBounceOut(t*2-d, 0, c, d)*0.5f + c*0.5f + b); | |||||
} | |||||
// Elastic Easing functions | |||||
EASEDEF float EaseElasticIn(float t, float b, float c, float d) | |||||
{ | |||||
if (t == 0) return b; | |||||
if ((t/=d) == 1) return (b + c); | |||||
float p = d*0.3f; | |||||
float a = c; | |||||
float s = p/4; | |||||
float postFix = a*pow(2, 10*(t-=1)); | |||||
return (-(postFix*sin((t*d-s)*(2*PI)/p )) + b); | |||||
} | |||||
EASEDEF float EaseElasticOut(float t, float b, float c, float d) | |||||
{ | |||||
if (t == 0) return b; | |||||
if ((t/=d) == 1) return (b + c); | |||||
float p = d*0.3f; | |||||
float a = c; | |||||
float s = p/4; | |||||
return (a*pow(2,-10*t)*sin((t*d-s)*(2*PI)/p) + c + b); | |||||
} | |||||
EASEDEF float EaseElasticInOut(float t, float b, float c, float d) | |||||
{ | |||||
if (t == 0) return b; | |||||
if ((t/=d/2) == 2) return (b + c); | |||||
float p = d*(0.3f*1.5f); | |||||
float a = c; | |||||
float s = p/4; | |||||
if (t < 1) | |||||
{ | |||||
float postFix = a*pow(2, 10*(t-=1)); | |||||
return -0.5f*(postFix*sin((t*d-s)*(2*PI)/p)) + b; | |||||
} | |||||
float postFix = a*pow(2, -10*(t-=1)); | |||||
return (postFix*sin((t*d-s)*(2*PI)/p)*0.5f + c + b); | |||||
} | |||||
#ifdef __cplusplus | |||||
} | |||||
#endif | |||||
#endif // EASINGS_H |
@ -0,0 +1,76 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - bouncing ball | |||||
* | |||||
* This example has been created using raylib 1.0 (www.raylib.com) | |||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||||
* | |||||
* Copyright (c) 2013 Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include "raylib.h" | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//--------------------------------------------------------- | |||||
const int screenWidth = 800; | |||||
const int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball"); | |||||
Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 }; | |||||
Vector2 ballSpeed = { 5.0f, 4.0f }; | |||||
int ballRadius = 20; | |||||
bool pause = 0; | |||||
int framesCounter = 0; | |||||
SetTargetFPS(60); | |||||
//---------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//----------------------------------------------------- | |||||
if (IsKeyPressed(KEY_SPACE)) pause = !pause; | |||||
if (!pause) | |||||
{ | |||||
ballPosition.x += ballSpeed.x; | |||||
ballPosition.y += ballSpeed.y; | |||||
// Check walls collision for bouncing | |||||
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; | |||||
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; | |||||
} | |||||
else framesCounter++; | |||||
//----------------------------------------------------- | |||||
// Draw | |||||
//----------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
DrawCircleV(ballPosition, ballRadius, MAROON); | |||||
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); | |||||
// On pause, we draw a blinking message | |||||
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY); | |||||
DrawFPS(10, 10); | |||||
EndDrawing(); | |||||
//----------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//--------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//---------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,108 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - collision area | |||||
* | |||||
* 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) 2013-2019 Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include "raylib.h" | |||||
#include <stdlib.h> // Required for abs() | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//--------------------------------------------------------- | |||||
int screenWidth = 800; | |||||
int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area"); | |||||
// Box A: Moving box | |||||
Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 }; | |||||
int boxASpeedX = 4; | |||||
// Box B: Mouse moved box | |||||
Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 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); | |||||
//---------------------------------------------------------- | |||||
// 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 = 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(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK); | |||||
} | |||||
DrawFPS(10, 10); | |||||
EndDrawing(); | |||||
//----------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//--------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//---------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,79 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - draw circle sector (with gui options) | |||||
* | |||||
* 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 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include <raylib.h> | |||||
#define RAYGUI_IMPLEMENTATION | |||||
#include "raygui.h" // Required for GUI controls | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
const int screenWidth = 800; | |||||
const int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector"); | |||||
Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 }; | |||||
float outerRadius = 180.f; | |||||
int startAngle = 0; | |||||
int endAngle = 180; | |||||
int segments = 0; | |||||
SetTargetFPS(60); | |||||
//-------------------------------------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//---------------------------------------------------------------------------------- | |||||
// NOTE: All variables update happens inside GUI control functions | |||||
//---------------------------------------------------------------------------------- | |||||
// Draw | |||||
//---------------------------------------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); | |||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); | |||||
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3)); | |||||
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6)); | |||||
// Draw GUI controls | |||||
//------------------------------------------------------------------------------ | |||||
startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", startAngle, 0, 720, true ); | |||||
endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", endAngle, 0, 720, true); | |||||
outerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", outerRadius, 0, 200, true); | |||||
segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", segments, 0, 100, true); | |||||
//------------------------------------------------------------------------------ | |||||
DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= 4)? MAROON : DARKGRAY); | |||||
DrawFPS(10, 10); | |||||
EndDrawing(); | |||||
//---------------------------------------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//-------------------------------------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,87 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - draw rectangle rounded (with gui options) | |||||
* | |||||
* 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 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include <raylib.h> | |||||
#define RAYGUI_IMPLEMENTATION | |||||
#include "raygui.h" // Required for GUI controls | |||||
int main(void) | |||||
{ | |||||
// Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
const int screenWidth = 800; | |||||
const int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded"); | |||||
float roundness = 0.2f; | |||||
int width = 200; | |||||
int height = 100; | |||||
int segments = 0; | |||||
int lineThick = 1; | |||||
bool drawRect = false; | |||||
bool drawRoundedRect = true; | |||||
bool drawRoundedLines = false; | |||||
SetTargetFPS(60); | |||||
//-------------------------------------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//---------------------------------------------------------------------------------- | |||||
Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height }; | |||||
//---------------------------------------------------------------------------------- | |||||
// Draw | |||||
//---------------------------------------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); | |||||
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); | |||||
if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6)); | |||||
if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2)); | |||||
if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4)); | |||||
// Draw GUI controls | |||||
//------------------------------------------------------------------------------ | |||||
width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", width, 0, GetScreenWidth() - 300, true ); | |||||
height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", height, 0, GetScreenHeight() - 50, true); | |||||
roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", roundness, 0.0f, 1.0f, true); | |||||
lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", lineThick, 0, 20, true); | |||||
segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", segments, 0, 60, true); | |||||
drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect); | |||||
drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines); | |||||
drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect); | |||||
//------------------------------------------------------------------------------ | |||||
DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY); | |||||
DrawFPS(10, 10); | |||||
EndDrawing(); | |||||
//---------------------------------------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//-------------------------------------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,92 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - draw ring (with gui options) | |||||
* | |||||
* 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 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include <raylib.h> | |||||
#define RAYGUI_IMPLEMENTATION | |||||
#include "raygui.h" // Required for GUI controls | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
const int screenWidth = 800; | |||||
const int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring"); | |||||
Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 }; | |||||
float innerRadius = 80.0f; | |||||
float outerRadius = 190.0f; | |||||
int startAngle = 0; | |||||
int endAngle = 360; | |||||
int segments = 0; | |||||
bool drawRing = true; | |||||
bool drawRingLines = false; | |||||
bool drawCircleLines = false; | |||||
SetTargetFPS(60); | |||||
//-------------------------------------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//---------------------------------------------------------------------------------- | |||||
// NOTE: All variables update happens inside GUI control functions | |||||
//---------------------------------------------------------------------------------- | |||||
// Draw | |||||
//---------------------------------------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); | |||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); | |||||
if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3)); | |||||
if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4)); | |||||
if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4)); | |||||
// Draw GUI controls | |||||
//------------------------------------------------------------------------------ | |||||
startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true); | |||||
endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true); | |||||
innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true); | |||||
outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true); | |||||
segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true); | |||||
drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing); | |||||
drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines); | |||||
drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines); | |||||
//------------------------------------------------------------------------------ | |||||
DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY); | |||||
DrawFPS(10, 10); | |||||
EndDrawing(); | |||||
//---------------------------------------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//-------------------------------------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,136 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - easings box anim | |||||
* | |||||
* 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) 2014-2019 Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include "raylib.h" | |||||
#include "easings.h" // Required for easing functions | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
const int screenWidth = 800; | |||||
const int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim"); | |||||
// Box variables to be animated with easings | |||||
Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 }; | |||||
float rotation = 0.0f; | |||||
float alpha = 1.0f; | |||||
int state = 0; | |||||
int framesCounter = 0; | |||||
SetTargetFPS(60); | |||||
//-------------------------------------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//---------------------------------------------------------------------------------- | |||||
switch (state) | |||||
{ | |||||
case 0: // Move box down to center of screen | |||||
{ | |||||
framesCounter++; | |||||
// NOTE: Remember that 3rd parameter of easing function refers to | |||||
// desired value variation, do not confuse it with expected final value! | |||||
rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120); | |||||
if (framesCounter >= 120) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 1; | |||||
} | |||||
} break; | |||||
case 1: // Scale box to an horizontal bar | |||||
{ | |||||
framesCounter++; | |||||
rec.height = EaseBounceOut(framesCounter, 100, -90, 120); | |||||
rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120); | |||||
if (framesCounter >= 120) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 2; | |||||
} | |||||
} break; | |||||
case 2: // Rotate horizontal bar rectangle | |||||
{ | |||||
framesCounter++; | |||||
rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240); | |||||
if (framesCounter >= 240) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 3; | |||||
} | |||||
} break; | |||||
case 3: // Increase bar size to fill all screen | |||||
{ | |||||
framesCounter++; | |||||
rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120); | |||||
if (framesCounter >= 120) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 4; | |||||
} | |||||
} break; | |||||
case 4: // Fade out animation | |||||
{ | |||||
framesCounter++; | |||||
alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160); | |||||
if (framesCounter >= 160) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 5; | |||||
} | |||||
} break; | |||||
default: break; | |||||
} | |||||
// Reset animation at any moment | |||||
if (IsKeyPressed(KEY_SPACE)) | |||||
{ | |||||
rec = (Rectangle){ GetScreenWidth()/2, -100, 100, 100 }; | |||||
rotation = 0.0f; | |||||
alpha = 1.0f; | |||||
state = 0; | |||||
framesCounter = 0; | |||||
} | |||||
//---------------------------------------------------------------------------------- | |||||
// Draw | |||||
//---------------------------------------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha)); | |||||
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); | |||||
EndDrawing(); | |||||
//---------------------------------------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//-------------------------------------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,110 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - easings ball anim | |||||
* | |||||
* 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) 2014-2019 Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include "raylib.h" | |||||
#include "easings.h" // Required for easing functions | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
const int screenWidth = 800; | |||||
const int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim"); | |||||
// Ball variable value to be animated with easings | |||||
int ballPositionX = -100; | |||||
int ballRadius = 20; | |||||
float ballAlpha = 0.0f; | |||||
int state = 0; | |||||
int framesCounter = 0; | |||||
SetTargetFPS(60); | |||||
//-------------------------------------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//---------------------------------------------------------------------------------- | |||||
if (state == 0) // Move ball position X with easing | |||||
{ | |||||
framesCounter++; | |||||
ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120); | |||||
if (framesCounter >= 120) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 1; | |||||
} | |||||
} | |||||
else if (state == 1) // Increase ball radius with easing | |||||
{ | |||||
framesCounter++; | |||||
ballRadius = EaseElasticIn(framesCounter, 20, 500, 200); | |||||
if (framesCounter >= 200) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 2; | |||||
} | |||||
} | |||||
else if (state == 2) // Change ball alpha with easing (background color blending) | |||||
{ | |||||
framesCounter++; | |||||
ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200); | |||||
if (framesCounter >= 200) | |||||
{ | |||||
framesCounter = 0; | |||||
state = 3; | |||||
} | |||||
} | |||||
else if (state == 3) // Reset state to play again | |||||
{ | |||||
if (IsKeyPressed(KEY_ENTER)) | |||||
{ | |||||
// Reset required variables to play again | |||||
ballPositionX = -100; | |||||
ballRadius = 20; | |||||
ballAlpha = 0.0f; | |||||
state = 0; | |||||
} | |||||
} | |||||
if (IsKeyPressed(KEY_R)) framesCounter = 0; | |||||
//---------------------------------------------------------------------------------- | |||||
// Draw | |||||
//---------------------------------------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); | |||||
DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha)); | |||||
if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK); | |||||
EndDrawing(); | |||||
//---------------------------------------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//-------------------------------------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,118 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - easings rectangle array | |||||
* | |||||
* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy | |||||
* the library to same directory as example or make sure it's available on include path. | |||||
* | |||||
* This example has been created using raylib 2.0 (www.raylib.com) | |||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||||
* | |||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include "raylib.h" | |||||
#include "easings.h" // Required for easing functions | |||||
#define RECS_WIDTH 50 | |||||
#define RECS_HEIGHT 50 | |||||
#define MAX_RECS_X 800/RECS_WIDTH | |||||
#define MAX_RECS_Y 450/RECS_HEIGHT | |||||
#define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
int screenWidth = 800; | |||||
int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array"); | |||||
Rectangle recs[MAX_RECS_X*MAX_RECS_Y]; | |||||
for (int y = 0; y < MAX_RECS_Y; y++) | |||||
{ | |||||
for (int x = 0; x < MAX_RECS_X; x++) | |||||
{ | |||||
recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2 + RECS_WIDTH*x; | |||||
recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2 + RECS_HEIGHT*y; | |||||
recs[y*MAX_RECS_X + x].width = RECS_WIDTH; | |||||
recs[y*MAX_RECS_X + x].height = RECS_HEIGHT; | |||||
} | |||||
} | |||||
float rotation = 0.0f; | |||||
int framesCounter = 0; | |||||
int state = 0; // Rectangles animation state: 0-Playing, 1-Finished | |||||
SetTargetFPS(60); | |||||
//-------------------------------------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//---------------------------------------------------------------------------------- | |||||
if (state == 0) | |||||
{ | |||||
framesCounter++; | |||||
for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) | |||||
{ | |||||
recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES); | |||||
recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES); | |||||
if (recs[i].height < 0) recs[i].height = 0; | |||||
if (recs[i].width < 0) recs[i].width = 0; | |||||
if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing | |||||
rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES); | |||||
} | |||||
} | |||||
else if ((state == 1) && IsKeyPressed(KEY_SPACE)) | |||||
{ | |||||
// When animation has finished, press space to restart | |||||
framesCounter = 0; | |||||
for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) | |||||
{ | |||||
recs[i].height = RECS_HEIGHT; | |||||
recs[i].width = RECS_WIDTH; | |||||
} | |||||
state = 0; | |||||
} | |||||
//---------------------------------------------------------------------------------- | |||||
// Draw | |||||
//---------------------------------------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
if (state == 0) | |||||
{ | |||||
for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) | |||||
{ | |||||
DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED); | |||||
} | |||||
} | |||||
else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY); | |||||
EndDrawing(); | |||||
//---------------------------------------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//-------------------------------------------------------------------------------------- | |||||
return 0; | |||||
} |
@ -0,0 +1,104 @@ | |||||
/******************************************************************************************* | |||||
* | |||||
* raylib [shapes] example - following eyes | |||||
* | |||||
* 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) 2013-2019 Ramon Santamaria (@raysan5) | |||||
* | |||||
********************************************************************************************/ | |||||
#include "raylib.h" | |||||
#include <math.h> // Required for: atan2f() | |||||
int main() | |||||
{ | |||||
// Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
const int screenWidth = 800; | |||||
const int screenHeight = 450; | |||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes"); | |||||
Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 }; | |||||
Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 }; | |||||
float scleraRadius = 80; | |||||
Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 }; | |||||
Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2}; | |||||
float irisRadius = 24; | |||||
float angle; | |||||
float dx, dy, dxx, dyy; | |||||
SetTargetFPS(60); | |||||
//-------------------------------------------------------------------------------------- | |||||
// Main game loop | |||||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||||
{ | |||||
// Update | |||||
//---------------------------------------------------------------------------------- | |||||
irisLeftPosition = GetMousePosition(); | |||||
irisRightPosition = GetMousePosition(); | |||||
// Check not inside the left eye sclera | |||||
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20)) | |||||
{ | |||||
dx = irisLeftPosition.x - scleraLeftPosition.x; | |||||
dy = irisLeftPosition.y - scleraLeftPosition.y; | |||||
angle = atan2f(dy, dx); | |||||
dxx = (scleraRadius - irisRadius)*cosf(angle); | |||||
dyy = (scleraRadius - irisRadius)*sinf(angle); | |||||
irisLeftPosition.x = scleraLeftPosition.x + dxx; | |||||
irisLeftPosition.y = scleraLeftPosition.y + dyy; | |||||
} | |||||
// Check not inside the right eye sclera | |||||
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20)) | |||||
{ | |||||
dx = irisRightPosition.x - scleraRightPosition.x; | |||||
dy = irisRightPosition.y - scleraRightPosition.y; | |||||
angle = atan2f(dy, dx); | |||||
dxx = (scleraRadius - irisRadius)*cosf(angle); | |||||
dyy = (scleraRadius - irisRadius)*sinf(angle); | |||||
irisRightPosition.x = scleraRightPosition.x + dxx; | |||||
irisRightPosition.y = scleraRightPosition.y + dyy; | |||||
} | |||||
//---------------------------------------------------------------------------------- | |||||
// Draw | |||||
//---------------------------------------------------------------------------------- | |||||
BeginDrawing(); | |||||
ClearBackground(RAYWHITE); | |||||
DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY); | |||||
DrawCircleV(irisLeftPosition, irisRadius, BROWN); | |||||
DrawCircleV(irisLeftPosition, 10, BLACK); | |||||
DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY); | |||||
DrawCircleV(irisRightPosition, irisRadius, DARKGREEN); | |||||
DrawCircleV(irisRightPosition, 10, BLACK); | |||||
DrawFPS(10, 10); | |||||
EndDrawing(); | |||||
//---------------------------------------------------------------------------------- | |||||
} | |||||
// De-Initialization | |||||
//-------------------------------------------------------------------------------------- | |||||
CloseWindow(); // Close window and OpenGL context | |||||
//-------------------------------------------------------------------------------------- | |||||
return 0; | |||||
} |