/*******************************************************************************************
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*
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* raylib example - particles blending
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*
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* This example has been created using raylib 1.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2017 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_PARTICLES 200
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// Particle structure with basic data
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typedef struct {
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Vector2 position;
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Color color;
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float alpha;
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float size;
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float rotation;
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bool active; // NOTE: Use it to activate/deactive particle
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} Particle;
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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 - particles blending");
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// Particles pool, reuse them!
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Particle mouseTail[MAX_PARTICLES] = { 0 };
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// Initialize particles
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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mouseTail[i].position = (Vector2){ 0, 0 };
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mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
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mouseTail[i].alpha = 1.0f;
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mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
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mouseTail[i].rotation = (float)GetRandomValue(0, 360);
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mouseTail[i].active = false;
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}
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float gravity = 3.0f;
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Texture2D smoke = LoadTexture("resources/smoke.png");
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int blending = BLEND_ALPHA;
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SetTargetFPS(60);
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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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// Activate one particle every frame and Update active particles
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// NOTE: Particles initial position should be mouse position when activated
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// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
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// NOTE: When a particle disappears, active = false and it can be reused.
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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if (!mouseTail[i].active)
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{
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mouseTail[i].active = true;
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mouseTail[i].alpha = 1.0f;
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mouseTail[i].position = GetMousePosition();
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i = MAX_PARTICLES;
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}
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}
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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if (mouseTail[i].active)
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{
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mouseTail[i].position.y += gravity;
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mouseTail[i].alpha -= 0.01f;
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if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
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mouseTail[i].rotation += 5.0f;
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}
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}
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if (IsKeyPressed(KEY_SPACE))
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{
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if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
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else blending = BLEND_ALPHA;
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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(DARKGRAY);
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BeginBlendMode(blending);
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// Draw active particles
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height },
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(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
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(Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation,
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Fade(mouseTail[i].color, mouseTail[i].alpha));
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}
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EndBlendMode();
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DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
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if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
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else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
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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(smoke);
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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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