/*******************************************************************************************
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*
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* raylib [shapes] example - easings rectangle array
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*
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* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
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* the library to same directory as example or make sure it's available on include path.
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*
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* Example originally created with raylib 2.0, last time updated with raylib 2.5
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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) 2014-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "reasings.h" // Required for easing functions
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#define RECS_WIDTH 50
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#define RECS_HEIGHT 50
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#define MAX_RECS_X 800/RECS_WIDTH
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#define MAX_RECS_Y 450/RECS_HEIGHT
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#define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds
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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 - easings rectangle array");
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Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
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for (int y = 0; y < MAX_RECS_Y; y++)
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{
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for (int x = 0; x < MAX_RECS_X; x++)
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{
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recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2.0f + RECS_WIDTH*x;
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recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2.0f + RECS_HEIGHT*y;
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recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
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recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
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}
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}
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float rotation = 0.0f;
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int framesCounter = 0;
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int state = 0; // Rectangles animation state: 0-Playing, 1-Finished
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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if (state == 0)
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{
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framesCounter++;
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for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
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{
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recs[i].height = EaseCircOut((float)framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
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recs[i].width = EaseCircOut((float)framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
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if (recs[i].height < 0) recs[i].height = 0;
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if (recs[i].width < 0) recs[i].width = 0;
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if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing
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rotation = EaseLinearIn((float)framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
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}
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}
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else if ((state == 1) && IsKeyPressed(KEY_SPACE))
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{
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// When animation has finished, press space to restart
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framesCounter = 0;
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for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
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{
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recs[i].height = RECS_HEIGHT;
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recs[i].width = RECS_WIDTH;
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}
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state = 0;
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}
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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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if (state == 0)
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{
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for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
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{
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DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
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}
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}
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else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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