/******************************************************************************************* * * raylib [core] example - random sequence * * Example complexity rating: [★☆☆☆] 1/4 * * Example originally created with raylib 5.0, last time updated with raylib 5.0 * * Example contributed by Dalton Overmyer (@REDl3east) 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) 2023-2025 Dalton Overmyer (@REDl3east) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include // Required for: malloc(), free() //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct ColorRect { Color color; Rectangle rect; } ColorRect; //------------------------------------------------------------------------------------ // Module Functions Declaration //------------------------------------------------------------------------------------ static Color GenerateRandomColor(void); static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight); static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - random sequence"); int rectCount = 20; float rectSize = (float)screenWidth/rectCount; ColorRect *rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight); SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) ShuffleColorRectSequence(rectangles, rectCount); if (IsKeyPressed(KEY_UP)) { rectCount++; rectSize = (float)screenWidth/rectCount; RL_FREE(rectangles); // Re-generate random sequence with new count rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight); } if (IsKeyPressed(KEY_DOWN)) { if (rectCount >= 4) { rectCount--; rectSize = (float)screenWidth/rectCount; RL_FREE(rectangles); // Re-generate random sequence with new count rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight); } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < rectCount; i++) { DrawRectangleRec(rectangles[i].rect, rectangles[i].color); DrawText("Press SPACE to shuffle the sequence", 10, screenHeight - 96, 20, BLACK); DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, BLACK); DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, BLACK); DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, BLACK); } DrawText(TextFormat("Count: %d rectangles", rectCount), 10, 10, 20, MAROON); DrawFPS(screenWidth - 80, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- free(rectangles); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //------------------------------------------------------------------------------------ // Module Functions Definition //------------------------------------------------------------------------------------ static Color GenerateRandomColor(void) { Color color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }; return color; } static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight) { ColorRect *rectangles = (ColorRect *)RL_CALLOC((int)rectCount, sizeof(ColorRect)); int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount - 1); float rectSeqWidth = rectCount*rectWidth; float startX = (screenWidth - rectSeqWidth)*0.5f; for (int i = 0; i < rectCount; i++) { int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight); rectangles[i].color = GenerateRandomColor(); rectangles[i].rect = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight }; } UnloadRandomSequence(seq); return rectangles; } static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount) { int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1); for (int i1 = 0; i1 < rectCount; i1++) { ColorRect *r1 = &rectangles[i1]; ColorRect *r2 = &rectangles[seq[i1]]; // Swap only the color and height ColorRect tmp = *r1; r1->color = r2->color; r1->rect.height = r2->rect.height; r1->rect.y = r2->rect.y; r2->color = tmp.color; r2->rect.height = tmp.rect.height; r2->rect.y = tmp.rect.y; } UnloadRandomSequence(seq); }