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/******************************************************************************************* |
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* |
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* raylib [textures] example - sprite stacking |
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* Example complexity rating: [★★☆☆] 2/4 |
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* Example originally created with raylib 5.6-dev, last time updated with raylib 6.0 |
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5) |
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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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* Redbooth model (c) 2017-2025 @kluchek under https://creativecommons.org/licenses/by/4.0/ https://github.com/kluchek/vox-models/ |
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* Copyright (c) 2025-2025 Robin (@RobinsAviary) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raymath.h" |
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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 [textures] example - sprite stacking"); |
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Texture2D booth = LoadTexture("resources/booth.png"); |
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// The overall scale of the stacked sprite |
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float stackScale = 3.0f; |
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// The vertical spacing between each layer |
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float stackSpacing = 2.0f; |
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// The number of layers. Used for calculating the size of a single slice |
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unsigned int stackCount = 122; |
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// The speed to rotate the stacked sprite |
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float rotationSpeed = 30.0f; |
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// The current rotation of the stacked sprite |
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float rotation = 0.0f; |
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// The amount that speed will change by when the user presses A/D |
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const float speedChange = 0.25f; |
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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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// Use mouse wheel to affect stack separation |
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stackSpacing += GetMouseWheelMove()*0.1f; |
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stackSpacing = Clamp(stackSpacing, 0.0f, 5.0f); |
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// Add a positive/negative offset to spin right/left at different speeds |
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) |
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{ |
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rotationSpeed -= speedChange; |
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} |
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) |
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{ |
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rotationSpeed += speedChange; |
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} |
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rotation += rotationSpeed * GetFrameTime(); |
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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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// Get the size of a single slice |
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float frameWidth = (float)booth.width; |
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float frameHeight = (float)booth.height/(float)stackCount; |
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// Get the scaled resolution to draw at |
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float scaledWidth = frameWidth*stackScale; |
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float scaledHeight = frameHeight*stackScale; |
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// Draw the stacked sprite, rotated to the correct angle, with an vertical offset applied based on its y location |
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for (int i = stackCount - 1; i >= 0; i--) |
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{ |
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Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight }; |
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// Center vertically |
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Rectangle dest = { screenWidth/2.0f, (screenHeight/2.0f) + (i*stackSpacing) - (stackSpacing*stackCount/2.0f), scaledWidth, scaledHeight }; |
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Vector2 origin = { scaledWidth/2.0f, scaledHeight/2.0f }; |
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DrawTexturePro(booth, source, dest, origin, rotation, WHITE); |
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} |
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DrawText("a/d to spin\nmouse wheel to change separation (aka 'angle')", 10, 10, 20, DARKGRAY); |
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const char *spacingText = TextFormat("current spacing: %.01f", stackSpacing); |
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DrawText(spacingText, 10, 50, 20, DARKGRAY); |
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const char *speedText = TextFormat("current speed: %.02f", rotationSpeed); |
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DrawText(speedText, 10, 70, 20, DARKGRAY); |
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DrawText("redbooth model (c) kluchek under cc 4.0", 10, 420, 20, DARKGRAY); |
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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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UnloadTexture(booth); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |