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/*******************************************************************************************
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*
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* raylib [textures] example - sprite stacking
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 6.0
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*
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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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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* 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 Robin (@RobinsAviary)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h" // Required for: Clamp()
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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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float stackScale = 3.0f; // Overall scale of the stacked sprite
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float stackSpacing = 2.0f; // Vertical spacing between each layer
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unsigned int stackCount = 122; // Number of layers, used for calculating the size of a single slice
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float rotationSpeed = 30.0f; // Stacked sprites rotation speed
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float rotation = 0.0f; // Current rotation of the stacked sprite
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const float speedChange = 0.25f; // Amount speed will change by when the user presses A/D
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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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// 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)) rotationSpeed -= speedChange;
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) rotationSpeed += speedChange;
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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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// Center vertically
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Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
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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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DrawText(TextFormat("current spacing: %.01f", stackSpacing), 10, 50, 20, DARKGRAY);
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DrawText(TextFormat("current speed: %.02f", rotationSpeed), 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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}
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