merge with parent

This commit is contained in:
Joshua Reisenauer 2016-01-19 13:44:36 -08:00
parent e624973200
commit e27e431818
130 changed files with 14123 additions and 6263 deletions

2
.gitignore vendored
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@ -60,3 +60,5 @@ xcschememanagement.plist
._.*
xcuserdata/
DerivedData/
*.dll
src/libraylib.a

152
README.md
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@ -34,7 +34,7 @@ I've coded quite a lot in C# and XNA and I really love it (in fact, my students
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, first version was published.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
Enjoy it.
@ -99,14 +99,37 @@ Most of the examples have been completely rewritten and +10 new examples have be
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4.
Lots of parts of the library have been reviewed to better accomodate to shaders systems and multiple new features have been added.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TTF fonts (using stb_truetype).
Finally, raycast system for 3D picking is working, including some ray collision-detection functions.
A set of Image manipulation functions have been added to crop, resize, colorize, dither and even draw image-to-image or text-to-image.
Two new functions added for persistent data storage.
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module!
Complete LUA scripting support to allow raylib usage from LUA and LUA scripts support within raylib.
Up to 8 new examples have been added to show the new raylib features.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.4.
features
--------
* Written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer: [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with SpriteFonts support
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
@ -145,126 +168,12 @@ Since raylib v1.1, you can download a Windows Installer package for easy install
building source (generate libraylib.a)
--------------------------------------
**Building raylib sources on desktop platforms:**
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/src/` folder and type:
mingw32-make PLATFORM=PLATFORM_DESKTOP
NOTE: By default raylib compiles using OpenGL 1.1 to maximize compatibility; to use OpenGL 3.3 just type:
mingw32-make PLATFORM=PLATFORM_DESKTOP GRAPHICS=GRAPHICS_API_OPENGL_33
**Building raylib sources on Raspberry Pi:**
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
sudo apt-get install openal1
_Step 2._ Navigate from command line to `raylib/src/` folder and type:
make
**Building raylib sources for Android:**
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
> Download and decompress on C: [Android SDK r23](http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
> Download and decompress on C: [Android NDK r10b](http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
> Download and decompress on C: [Apache Ant 1.9.4](http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
_Step 2._ Create the following environment variables with the correct paths:
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
ANDROID_NDK_ROOT = C:\android-ndk-r10b
ANT_HOME = C:\apache-ant-1.9.4
_Step 3._ Navigate from command line to folder `raylib/template_android/` and type:
%ANDROID_NDK_ROOT%\ndk-build
NOTE: libraylib.a will be generated in folder `raylib/src_android/obj/local/armeabi/`, it must be copied
to Android project; if using `raylib/template_android` project, copy it to `raylib/template_android/jni/libs/`.
**Building raylib sources for Web (HTML5)**
_Step 1._ Make sure you have installed emscripten SDK:
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
_Step 2._ Open `raylib/src/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
building examples
-----------------
**Building raylib examples on desktop platforms:**
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/examples/` folder and type:
mingw32-make PLATFORM=PLATFORM_DESKTOP
NOTE: Make sure the following libs (and their headers) are placed on their respectibe MinGW folders:
libglfw3.a - GLFW3 (static version)
libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2
libopenal32.a - OpenAL Soft, audio device management
**Building raylib examples on Raspberry Pi:**
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
sudo apt-get install openal1
_Step 2._ Navigate from command line to `raylib/examples/` folder and type:
make
**Building raylib examples for HTML5 (emscripten):**
_Step 1._ Make sure you have installed emscripten SDK:
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
_Step 2._ Open `raylib/examples/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
NOTE: At this moment, raylib examples are not ready to directly compile for HTML5, code needs to be reorganized due to the way web browsers work. To see how code should be refactored to fit compilation for web, check [core_basic_window_web.c](https://github.com/raysan5/raylib/blob/master/examples/core_basic_window_web.c) example.
**Building raylib project for Android (using template):**
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
> Download and decompress on C: [Android SDK r23] (http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
> Download and decompress on C: [Android NDK r10b] (http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
> Download and decompress on C: [Apache Ant 1.9.4] (http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
_Step 2._ Create the following environment variables with the correct paths:
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
ANDROID_NDK_ROOT = C:\android-ndk-r10b
ANT_HOME = C:\apache-ant-1.9.4
_Step 3._ To compile project, navigate from command line to folder `raylib/template_android/` and type:
%ANDROID_NDK_ROOT%\ndk-build
_Step 4._ To generate APK, navigate to folder `raylib/template_android/` and type:
%ANT_HOME%\bin\ant debug
_Step 5:_ To install APK into connected device (previously intalled drivers and activated USB debug mode on device):
%ANT_HOME%\bin\ant installd
_Step 6:_ To view log output from device:
%ANDROID_SDK_TOOLS%\adb logcat -c
%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
**If you have any doubt, [just let me know][raysan5].**
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
contact
-------
@ -292,6 +201,9 @@ The following people have contributed in some way to make raylib project a reali
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Sergio Martinez for helping on raygui development and tools development.
- Victor Fisac for developing physics raylib module (physac) and implementing light shaders and raycast system... and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"

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@ -8,14 +8,17 @@ Around the source code there are multiple TODO points with pending revisions/bug
raylib v1.4
- TTF fonts support (using stb_truetype)
- Raycast system for 3D picking (including collisions detection)
[DONE] TTF fonts support (using stb_truetype)
[DONE] Raycast system for 3D picking (including collisions detection)
[DONE] Floyd-Steinberg dithering on 16bit image format conversion
[DONE] Basic image manipulation functions (crop, resize, draw...)
[DONE] Storage load/save data functionality
[DONE] Physics module
[IN PROGRESS] LUA scripting support (wrapper to lua lib)
- Remove GLEW dependency (use another solution... glad?)
- Floyd-Steinberg dithering on 16bit image format conversion
- Basic image manipulation functions (crop, resize, draw...)
- Basic image procedural generation (spot, gradient, noise...)
- Basic GPU stats sytem (memory, draws, time...)
- LUA scripting support (wrapper to lua lib)
Check [GITHUB ISSUES][issues] for further details on implementation status for this features!

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@ -27,7 +27,7 @@ int main()
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
int framesCounter = 0;
float timePlayed = 0;
float timePlayed = 0.0f;
//float volume = 1.0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second

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@ -26,6 +26,8 @@ int main()
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

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@ -23,7 +23,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
// Generates some random columns
float heights[MAX_COLUMNS];
@ -37,7 +37,7 @@ int main()
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
Vector3 playerPosition = { 4, 2, 4 }; // Define player position
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
@ -60,16 +60,16 @@ int main()
Begin3dMode(camera);
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2, heights[i], 2, colors[i]);
DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
End3dMode();

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@ -21,9 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@ -48,10 +51,10 @@ int main()
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10.0, 1.0);
DrawGrid(10, 1.0f);
End3dMode();

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@ -21,11 +21,14 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -40,14 +43,14 @@ int main()
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(WHITE);
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10.0, 1.0);
DrawGrid(10, 1.0f);
End3dMode();

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@ -21,12 +21,15 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Vector3 cubePosition = { 0.0, 1.0, 0.0 };
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray; // Picking line ray
bool collision = false;
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@ -45,7 +48,10 @@ int main()
// NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera);
// TODO: Check collision between ray and box
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
}
//----------------------------------------------------------------------------------
@ -57,17 +63,19 @@ int main()
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, GRAY);
DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY);
DrawGrid(10.0, 1.0);
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
DrawFPS(10, 10);
EndDrawing();

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@ -29,6 +29,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

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@ -23,8 +23,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
Vector2 gamepadMovement = { 0, 0 };
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
Vector2 gamepadMovement = { 0.0f, 0.0f };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
@ -43,8 +43,8 @@ int main()
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
{
ballPosition.x = screenWidth/2;
ballPosition.y = screenHeight/2;
ballPosition.x = (float)screenWidth/2;
ballPosition.y = (float)screenHeight/2;
}
}
//----------------------------------------------------------------------------------

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@ -20,7 +20,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
@ -30,10 +30,10 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
//----------------------------------------------------------------------------------
// Draw

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@ -20,8 +20,9 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
int mouseX, mouseY;
Vector2 ballPosition = { -100.0, -100.0 };
Vector2 ballPosition = { -100.0f, -100.0f };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
@ -31,11 +32,7 @@ int main()
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
mouseX = GetMouseX();
mouseY = GetMouseY();
ballPosition.x = (float)mouseX;
ballPosition.y = (float)mouseY;
ballPosition = GetMousePosition();
}
//----------------------------------------------------------------------------------

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@ -22,7 +22,7 @@ int main()
int framesCounter = 0; // Variable used to count frames
int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -37,7 +37,7 @@ int main()
// Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{
randValue = GetRandomValue(-8,5);
randValue = GetRandomValue(-8, 5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------

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@ -0,0 +1,85 @@
/*******************************************************************************************
*
* raylib [core] example - Storage save/load values
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
int score = 0;
int hiscore = 0;
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_R))
{
score = GetRandomValue(1000, 2000);
hiscore = GetRandomValue(2000, 4000);
}
if (IsKeyPressed(KEY_ENTER))
{
StorageSaveValue(STORAGE_SCORE, score);
StorageSaveValue(STORAGE_HISCORE, hiscore);
}
else if (IsKeyPressed(KEY_SPACE))
{
// NOTE: If requested position could not be found, value 0 is returned
score = StorageLoadValue(STORAGE_SCORE);
hiscore = StorageLoadValue(STORAGE_HISCORE);
}
framesCounter++;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,77 @@
/*******************************************************************************************
*
* raylib [core] example - World to screen
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition;
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -113,8 +113,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -134,6 +136,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# just adjust the correct path to libraylib.bc
LIBS = ../src/libraylib.bc
endif

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@ -21,10 +21,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@ -51,7 +51,7 @@ int main()
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

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@ -21,16 +21,16 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Vector3 playerPosition = { 0, 1, 2 };
Vector3 playerSize = { 1, 2, 1 };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
Color playerColor = GREEN;
Vector3 enemyBoxPos = { -4, 1, 0 };
Vector3 enemyBoxSize = { 2, 2, 2 };
Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
Vector3 enemySpherePos = { 4, 0, 0 };
Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
float enemySphereSize = 1.5f;
bool collision = false;
@ -98,7 +98,7 @@ int main()
// Draw player
DrawCubeV(playerPosition, playerSize, playerColor);
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@ -31,7 +31,7 @@ int main()
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
SetModelTexture(&map, texture); // Bind texture to map model
Vector3 mapPosition = { -16, 0.0, -8 }; // Set model position
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -42,21 +42,21 @@ int main()
Begin3dMode(camera);
DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

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@ -21,13 +21,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = {{ 24.0, 18.0, 24.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 24.0f, 18.0f, 24.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, 32); // Load heightmap model
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -16, 0.0, -16 }; // Set model position (depends on model scaling!)
Vector3 mapPosition = { -16.0f, 0.0f, -16.0f }; // Set model position (depends on model scaling!)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM

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@ -21,12 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -49,7 +49,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo

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@ -0,0 +1,144 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Basic rigidbody
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define OBJECT_SIZE 50
#define PLAYER_INDEX 0
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
SetTargetFPS(60); // Enable v-sync
InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
// Physics initialization
Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
// Set internal physics settings
SetPhysics(worldPhysics);
// Object initialization
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
// Object properties initialization
float moveSpeed = 6.0f;
float jumpForce = 4.5f;
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
ApplyPhysics(PLAYER_INDEX, &player.position);
// Check jump button input
if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
{
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
// Add jumping force in Y axis
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
}
// Check movement buttons input
if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
{
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
{
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
// Check debug mode toggle button input
if(IsKeyPressed(KEY_P))
{
// Update program physics value
worldPhysics.debug = !worldPhysics.debug;
// Update internal physics value
SetPhysics(worldPhysics);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw information
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
// Check if debug mode is enabled
if(worldPhysics.debug)
{
// Draw every internal physics stored collider if it is active
for(int i = 0; i < 2; i++)
{
if(GetCollider(i).enabled)
{
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
}
}
}
else
{
// Draw player
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
// Draw floor
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,141 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Rigidbody forces
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_OBJECTS 5
#define OBJECTS_OFFSET 150
#define FORCE_INTENSITY 250.0f // Customize by user
#define FORCE_RADIUS 100 // Customize by user
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
SetTargetFPS(60); // Enable v-sync
InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
// Physics initialization
Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
// Set internal physics settings
SetPhysics(worldPhysics);
// Objects initialization
Transform objects[MAX_OBJECTS];
for(int i = 0; i < MAX_OBJECTS; i++)
{
objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
}
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
for(int i = 0; i < MAX_OBJECTS; i++)
{
ApplyPhysics(i, &objects[i].position);
}
// Check foce button input
if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
}
// Check debug mode toggle button input
if(IsKeyPressed(KEY_P))
{
// Update program physics value
worldPhysics.debug = !worldPhysics.debug;
// Update internal physics value
SetPhysics(worldPhysics);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Check if debug mode is enabled
if(worldPhysics.debug)
{
// Draw every internal physics stored collider if it is active (floor included)
for(int i = 0; i < MAX_OBJECTS + 1; i++)
{
if(GetCollider(i).enabled)
{
// Draw collider bounds
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
// Check if current collider is not floor
if(i < MAX_OBJECTS)
{
// Draw lines between mouse position and objects if they are in force range
if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
{
DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
}
}
}
}
// Draw radius circle
DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
}
else
{
// Draw objects
for(int i = 0; i < MAX_OBJECTS; i++)
{
DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
}
// Draw floor
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
}
// Draw help messages
DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

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@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, tintColor.a);
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

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@ -0,0 +1,76 @@
#version 330
// Vertex shader input data
in vec2 fragTexCoord;
in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
uniform float light_intensity = 1.0;
uniform float light_specIntensity = 1.0;
// Material attributes
uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
uniform float mat_glossiness = 50.0;
// World attributes
uniform vec3 lightPos;
uniform vec3 cameraPos;
// Fragment shader output data
out vec4 fragColor;
vec3 AmbientLighting()
{
return (mat_ambientColor*light_ambientColor);
}
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
}
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0.0;
// Calculate specular reflection only if the surface is oriented to the light source
if (dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness);
}
return (mat_specularColor*light_specularColor*light_specIntensity*specular);
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPos);
vec3 V = normalize(cameraPos);
vec3 N = normalize(fragNormal);
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Get base color from texture
vec4 textureColor = texture(texture0, fragTexCoord);
vec3 finalColor = textureColor.rgb;
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
}

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@ -0,0 +1,27 @@
#version 330
// Vertex input data
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
out vec2 fragTexCoord;
out vec3 fragNormal;
void main()
{
// Send texture coord to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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@ -4,16 +4,15 @@ attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragTintColor = vertexColor;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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@ -2,11 +2,11 @@
uniform sampler2D texture0;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));

View File

@ -5,17 +5,17 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 800; // HARDCODED for example!
const float renderHeight = 480; // Use uniforms instead...
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200, 200);
uniform vec2 center = vec2(200.0, 200.0);
void main (void)
{

View File

@ -0,0 +1,152 @@
/*******************************************************************************************
*
* raylib [shaders] example - Basic lighting: Blinn-Phong
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define SHININESS_SPEED 1.0f
#define LIGHT_SPEED 0.25f
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
// Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f };
Model model = LoadModel("resources/model/dwarf.obj");
Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
// Camera and light vectors shader locations
int cameraLoc = GetShaderLocation(shader, "cameraPos");
int lightLoc = GetShaderLocation(shader, "lightPos");
// Light and material definitions
Light light;
Material matBlinn;
// Light initialization
light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
light.intensity = 1.0f;
light.diffuse = WHITE;
light.ambient = (Color){ 150, 75, 0, 255 };
light.specular = WHITE;
light.specIntensity = 1.0f;
// Material initialization
matBlinn.diffuse = WHITE;
matBlinn.ambient = (Color){ 50, 50, 50, 255 };
matBlinn.specular = WHITE;
matBlinn.glossiness = 50.0f;
// Setup camera
SetCameraMode(CAMERA_FREE); // Set camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera position
// Glossiness input control
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
else if(IsKeyDown(KEY_DOWN))
{
matBlinn.glossiness -= SHININESS_SPEED;
if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
}
// Light X movement
if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
// Light Y movement
if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
// Light Z movement
if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
// Send light values to shader
SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
// Send material values to shader
SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.ambient), 3);
SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.specular), 3);
SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
// Send camera and light transform values to shader
SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 4.0f, matBlinn.diffuse);
DrawSphere(light.position, 0.5f, GOLD);
DrawGrid(20, 1.0f);
End3dMode();
DrawFPS(10, 10); // Draw FPS
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(model);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@ -30,13 +30,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/swirl.fs"); // Load postpro shader
@ -45,7 +45,7 @@ int main()
// NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { screenWidth/2, screenHeight/2 };
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
SetPostproShader(shader); // Set fullscreen postprocessing shader
@ -83,7 +83,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
@ -40,7 +40,7 @@ int main()
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
@ -68,7 +68,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@ -30,13 +30,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/bloom.fs"); // Load postpro shader
@ -69,7 +69,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();

View File

@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop

View File

@ -35,9 +35,7 @@ int main()
char raylib[8] = " \0"; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0; // Useful for fading
float alpha = 1.0f; // Useful for fading
SetTargetFPS(60);
//--------------------------------------------------------------------------------------

View File

@ -38,8 +38,7 @@ int main()
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2,
screenHeight/2 - texture.height/2, WHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);

View File

@ -41,12 +41,12 @@ int main()
mouseTail[i].position = (Vector2){ 0, 0 };
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
mouseTail[i].alpha = 1.0f;
mouseTail[i].size = (float)GetRandomValue(1, 30)/20;
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
mouseTail[i].rotation = GetRandomValue(0, 360);
mouseTail[i].active = false;
}
float gravity = 3;
float gravity = 3.0f;
Texture2D smoke = LoadTexture("resources/smoke.png");
@ -85,7 +85,7 @@ int main()
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
mouseTail[i].rotation += 5;
mouseTail[i].rotation += 5.0f;
}
}

View File

@ -23,7 +23,7 @@ int main()
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
Vector2 position = { 350, 240 };
Vector2 position = { 350.0f, 240.0f };
Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
int currentFrame = 0;
//--------------------------------------------------------------------------------------

View File

@ -2,16 +2,6 @@
*
* raylib game - Floppy Bird
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
@ -86,10 +76,21 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
backScroll--;
// Background scroll logic
backScroll--;
if (backScroll <= -800) backScroll = 0;
// Player movement logic
if (!gameover)
{
if (IsKeyDown(KEY_SPACE)) floppyPos.y -= 3;
else floppyPos.y += 1;
if (IsKeyPressed(KEY_SPACE)) PlaySound(jump);
}
// Tubes moving logic
for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
for (int i = 0; i < MAX_TUBES*2; i += 2)
@ -98,12 +99,7 @@ int main()
tubesRecs[i+1].x = tubesPos[i/2].x;
}
if (IsKeyDown(KEY_SPACE) && !gameover) floppyPos.y -= 3;
else floppyPos.y += 1;
if (IsKeyPressed(KEY_SPACE) && !gameover) PlaySound(jump);
// Check Collisions
// Check collisions player-tubes
for (int i = 0; i < MAX_TUBES*2; i++)
{
if (CheckCollisionCircleRec((Vector2){ floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2 }, floppy.width/2, tubesRecs[i]))
@ -122,6 +118,7 @@ int main()
}
}
// Gameover logic for reset
if (gameover && IsKeyPressed(KEY_ENTER))
{
for (int i = 0; i < MAX_TUBES; i++)
@ -147,7 +144,6 @@ int main()
gameover = false;
score = 0;
}
//----------------------------------------------------------------------------------
// Draw
@ -156,32 +152,39 @@ int main()
ClearBackground(RAYWHITE);
// Draw scrolling background
DrawTexture(background, backScroll, 0, WHITE);
DrawTexture(background, screenWidth + backScroll, 0, WHITE);
if (!gameover)
{
DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
//DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
}
// Draw moving tubes
for (int i = 0; i < MAX_TUBES; i++)
{
if (tubesPos[i].x <= 800) DrawTextureEx(tubes, tubesPos[i], 0, 1.0, WHITE);
// Draw collision recs
//DrawRectangleLines(tubesRecs[i*2].x, tubesRecs[i*2].y, tubesRecs[i*2].width, tubesRecs[i*2].height, RED);
//DrawRectangleLines(tubesRecs[i*2 + 1].x, tubesRecs[i*2 + 1].y, tubesRecs[i*2 + 1].width, tubesRecs[i*2 + 1].height, RED);
}
// Draw scores
DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
DrawText(FormatText("HI-SCORE: %04i", hiscore), 20, 70, 20, VIOLET);
if (gameover)
// Draw player or game over messages
if (!gameover)
{
DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
// Draw collision circle
//DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
}
else
{
DrawText("GAME OVER", 100, 180, 100, MAROON);
DrawText("PRESS ENTER to RETRY!", 280, 280, 20, RED);
}
// Draw screen light flash when passing through a tube
if (superfx)
{
DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);

358
games/just_do/just_do.c Normal file
View File

@ -0,0 +1,358 @@
/*******************************************************************************************
*
* JUST DO - Global Game Jam 2015 Videogame
* Experimental puzzle game that lets the user try to find a logic solution to
* different shape-color-based situations.
*
* Developed by: Ramon Santamaria (Ray San)
*
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* raylib - Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines currentScreen
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
const int screenWidth = 1280; // Moved to screens.h
const int screenHeight = 720; // Moved to screens.h
// Required variables to manage screen transitions (fade-in, fade-out)
float transAlpha = 0;
bool onTransition = false;
bool transFadeOut = false;
int transFromScreen = -1;
int transToScreen = -1;
int framesCounter = 0;
//static Sound levelWin;
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen);
void UpdateTransition(void);
void DrawTransition(void);
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
const char windowTitle[30] = "JUST DO";
//SetupFlags(FLAG_FULLSCREEN_MODE);
InitWindow(screenWidth, screenHeight, windowTitle);
// TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
levelWin = LoadSound("resources/win.wav");
// Setup and Init first screen
currentScreen = LOGO;
InitLogoScreen();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
if (IsKeyPressed(KEY_SPACE)) PlaySound(levelWin);
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all global loaded data (i.e. fonts) here!
UnloadSound(levelWin);
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Local Functions Definition
//----------------------------------------------------------------------------------
void TransitionToScreen(int screen)
{
onTransition = true;
transFromScreen = currentScreen;
transToScreen = screen;
}
void UpdateTransition(void)
{
if (!transFadeOut)
{
transAlpha += 0.02f;
if (transAlpha >= 1.0)
{
transAlpha = 1.0;
currentScreen = transToScreen;
transFadeOut = true;
framesCounter = 0;
}
}
else // Transition fade out logic
{
transAlpha -= 0.02f;
if (transAlpha <= 0)
{
transAlpha = 0;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
transToScreen = -1;
}
}
}
void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, transAlpha));
}
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
if (!onTransition)
{
if (IsKeyPressed('0'))
{
TransitionToScreen(LEVEL00);
InitLevel00Screen();
}
else if (IsKeyPressed('1'))
{
TransitionToScreen(LEVEL01);
InitLevel01Screen();
}
else if (IsKeyPressed('2'))
{
TransitionToScreen(LEVEL02);
InitLevel02Screen();
}
else if (IsKeyPressed('3'))
{
TransitionToScreen(LEVEL03);
InitLevel03Screen();
}
else if (IsKeyPressed('4'))
{
TransitionToScreen(LEVEL04);
InitLevel04Screen();
}
else if (IsKeyPressed('5'))
{
TransitionToScreen(LEVEL05);
InitLevel05Screen();
}
else if (IsKeyPressed('6'))
{
TransitionToScreen(LEVEL06);
InitLevel06Screen();
}
else if (IsKeyPressed('7'))
{
TransitionToScreen(LEVEL07);
InitLevel07Screen();
}
else if (IsKeyPressed('8'))
{
TransitionToScreen(LEVEL08);
InitLevel08Screen();
}
else if (IsKeyPressed('9'))
{
TransitionToScreen(LEVEL09);
InitLevel08Screen();
}
switch(currentScreen)
{
case LOGO:
{
UpdateLogoScreen();
if (FinishLogoScreen())
{
UnloadLogoScreen();
TransitionToScreen(LEVEL00);
InitLevel00Screen();
PlayMusicStream("resources/ambient.ogg");
SetMusicVolume(0.6f);
}
} break;
case LEVEL00:
{
UpdateLevel00Screen();
if (FinishLevel00Screen())
{
UnloadLevel00Screen();
TransitionToScreen(LEVEL01);
InitLevel01Screen();
}
} break;
case LEVEL01:
{
UpdateLevel01Screen();
if (FinishLevel01Screen())
{
UnloadLevel01Screen();
TransitionToScreen(LEVEL02);
InitLevel02Screen();
}
} break;
case LEVEL02:
{
UpdateLevel02Screen();
if (FinishLevel02Screen())
{
UnloadLevel02Screen();
TransitionToScreen(LEVEL03);
InitLevel03Screen();
}
} break;
case LEVEL03:
{
UpdateLevel03Screen();
if (FinishLevel03Screen())
{
UnloadLevel03Screen();
TransitionToScreen(LEVEL04);
InitLevel04Screen();
}
} break;
case LEVEL04:
{
UpdateLevel04Screen();
if (FinishLevel04Screen())
{
UnloadLevel04Screen();
TransitionToScreen(LEVEL05);
InitLevel05Screen();
}
} break;
case LEVEL05:
{
UpdateLevel05Screen();
if (FinishLevel05Screen())
{
UnloadLevel05Screen();
TransitionToScreen(LEVEL06);
InitLevel06Screen();
}
} break;
case LEVEL06:
{
UpdateLevel06Screen();
if (FinishLevel06Screen())
{
UnloadLevel06Screen();
TransitionToScreen(LEVEL07);
InitLevel07Screen();
}
} break;
case LEVEL07:
{
UpdateLevel07Screen();
if (FinishLevel07Screen())
{
UnloadLevel07Screen();
TransitionToScreen(LEVEL08);
InitLevel08Screen();
}
} break;
case LEVEL08:
{
UpdateLevel08Screen();
if (FinishLevel08Screen())
{
UnloadLevel08Screen();
TransitionToScreen(LEVEL09);
InitLevel09Screen();
}
} break;
case LEVEL09:
{
UpdateLevel09Screen();
if (FinishLevel09Screen())
{
UnloadLevel09Screen();
TransitionToScreen(LEVEL00);
InitLevel00Screen();
}
} break;
default: break;
}
}
else UpdateTransition(); // Update transition (fade-in, fade-out)
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO: DrawLogoScreen(); break;
case LEVEL00: DrawLevel00Screen(); break;
case LEVEL01: DrawLevel01Screen(); break;
case LEVEL02: DrawLevel02Screen(); break;
case LEVEL03: DrawLevel03Screen(); break;
case LEVEL04: DrawLevel04Screen(); break;
case LEVEL05: DrawLevel05Screen(); break;
case LEVEL06: DrawLevel06Screen(); break;
case LEVEL07: DrawLevel07Screen(); break;
case LEVEL08: DrawLevel08Screen(); break;
case LEVEL09: DrawLevel09Screen(); break;
default: break;
}
if (onTransition) DrawTransition();
EndDrawing();
//----------------------------------------------------------------------------------
}

246
games/just_do/makefile Normal file
View File

@ -0,0 +1,246 @@
#**************************************************************************************************
#
# raylib - Advance Game
#
# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# define raylib platform to compile for
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
UNAMEOS:=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
else
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
LIBPATH=osx
endif
endif
endif
endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
ifeq ($(PLATFORM_OS),OSX)
# define llvm compiler for mac
CC = clang
else
# define default gcc compiler
CC = gcc
endif
endif
# define compiler flags:
# -O2 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 use standard C from 1999 revision
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
else
CFLAGS = -O2 -Wall -std=c99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3
#-s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src -I../../../src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../src -L../../../src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
# define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
endif
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
LIBS = ../../src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = ../../src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# define all screen object files required
SCREENS = \
screens/screen_logo.o \
screens/screen_level00.o \
screens/screen_level01.o \
screens/screen_level02.o \
screens/screen_level03.o \
screens/screen_level04.o \
screens/screen_level05.o \
screens/screen_level06.o \
screens/screen_level07.o \
screens/screen_level08.o \
screens/screen_level09.o \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is just_do
default: just_do
# compile just_do
just_do: just_do.c $(SCREENS)
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile screen LOGO
screens/screen_logo.o: screens/screen_logo.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL00
screens/screen_level00.o: screens/screen_level00.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL01
screens/screen_level01.o: screens/screen_level01.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL02
screens/screen_level02.o: screens/screen_level02.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL03
screens/screen_level03.o: screens/screen_level03.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL04
screens/screen_level04.o: screens/screen_level04.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL05
screens/screen_level05.o: screens/screen_level05.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL06
screens/screen_level06.o: screens/screen_level06.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL07
screens/screen_level07.o: screens/screen_level07.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL08
screens/screen_level08.o: screens/screen_level08.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile screen LEVEL09
screens/screen_level09.o: screens/screen_level09.c
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
else
ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete
rm -f *.o
else
del *.o *.exe
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -f *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.exe : %.c
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level00 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level00 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle boundsU, boundsO;
static bool mouseOverU = false;
static bool mouseOverO = false;
static bool placedU = false;
static bool placedO = false;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level00 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level00 Screen Initialization logic
void InitLevel00Screen(void)
{
// Initialize Level00 screen variables here!
framesCounter = 0;
finishScreen = 0;
boundsU = (Rectangle){GetScreenWidth()/2 - 265, -200, MeasureText("U", 160) + 40, 160 };
boundsO = (Rectangle){GetScreenWidth() - 370, -30, MeasureText("O", 160) + 40, 160 };
}
// Level00 Screen Update logic
void UpdateLevel00Screen(void)
{
// Update Level00 screen variables here!
if (!done) framesCounter++;
if (!done)
{
if (!placedU) boundsU.y += 2;
if (boundsU.y >= GetScreenHeight()) boundsU.y = -boundsU.height;
Vector2 mousePos = GetMousePosition();
if (CheckCollisionPointRec(mousePos, boundsU))
{
mouseOverU = true;
if (!placedU && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if ((boundsU.y > GetScreenHeight()/2 - 110) && ((boundsU.y + boundsU.height) < (GetScreenHeight()/2 + 100)))
{
placedU = true;
}
}
}
else mouseOverU = false;
if (CheckCollisionPointRec(mousePos, boundsO))
{
mouseOverO = true;
if (!placedO && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) boundsO.y += 100;
if (boundsO.y >= (GetScreenHeight()/2 - 130)) placedO = true;
}
else mouseOverO = false;
if (placedO && placedU)
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 30) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level00 Screen Draw logic
void DrawLevel00Screen(void)
{
// Draw Level00 screen
DrawText("U", boundsU.x, boundsU.y + 10, 160, GRAY);
DrawText("J", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2, GetScreenHeight()/2 - 80, 160, GRAY);
DrawText("ST D", GetScreenWidth()/2 - MeasureText("JUST DO", 160)/2 + 210, GetScreenHeight()/2 - 80, 160, GRAY);
DrawText("O", boundsO.x, boundsO.y + 10, 160, GRAY);
DrawText("by RAMON SANTAMARIA (@raysan5)", 370, GetScreenHeight()/2 + 100, 30, Fade(LIGHTGRAY, 0.4f));
if (mouseOverU && !placedU) DrawRectangleLines(boundsU.x - 20, boundsU.y, boundsU.width, boundsU.height, Fade(LIGHTGRAY, 0.8f));
//DrawRectangleBordersRec(boundsU, -20, 0, 20, Fade(RED, 0.3f));
if (mouseOverO && !placedO) DrawRectangleLines(boundsO.x - 20, boundsO.y, boundsO.width, boundsO.height, Fade(LIGHTGRAY, 0.8f));
//DrawRectangleBordersRec(boundsO, -20, 0, 20, Fade(RED, 0.3f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 00", GetScreenWidth()/2 - MeasureText("LEVEL 00", 30)/2, 20, 30, LIGHTGRAY);
}
// Level00 Screen Unload logic
void UnloadLevel00Screen(void)
{
// TODO: Unload Level00 screen variables here!
}
// Level00 Screen should finish?
int FinishLevel00Screen(void)
{
return finishScreen;
}
void DrawRectangleBordersRec(Rectangle rec, int offsetX, int offsetY, int borderSize, Color col)
{
DrawRectangle(rec.x + offsetX, rec.y + offsetY, rec.width, borderSize, col);
DrawRectangle(rec.x + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
DrawRectangle(rec.x + rec.width - borderSize + offsetX, rec.y + borderSize + offsetY, borderSize, rec.height - borderSize*2, col);
DrawRectangle(rec.x + offsetX, rec.y + rec.height - borderSize + offsetY, rec.width, borderSize, col);
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level01 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level01 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle innerLeftRec, outerLeftRec;
static Rectangle innerRightRec, outerRightRec;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level01 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level01 Screen Initialization logic
void InitLevel01Screen(void)
{
// Initialize Level01 screen variables here!
framesCounter = 0;
finishScreen = 0;
outerLeftRec = (Rectangle){ 0, 0, GetScreenWidth()/2, GetScreenHeight() };
outerRightRec = (Rectangle){ GetScreenWidth()/2, 0, GetScreenWidth()/2, GetScreenHeight() };
innerLeftRec = (Rectangle){ GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
innerRightRec = (Rectangle){ GetScreenWidth()/2 + GetScreenWidth()/4 - 200, GetScreenHeight()/2 - 200, 400, 400};
}
// Level01 Screen Update logic
void UpdateLevel01Screen(void)
{
// Update Level01 screen
framesCounter++;
if (!done)
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointRec(GetMousePosition(), innerLeftRec))
{
if (innerRightRec.width > 0)
{
innerRightRec.x += 20;
innerRightRec.y += 20;
innerRightRec.width -= 40;
innerRightRec.height -= 40;
}
}
else if (CheckCollisionPointRec(GetMousePosition(), innerRightRec))
{
if (innerLeftRec.width > 0)
{
innerLeftRec.x += 20;
innerLeftRec.y += 20;
innerLeftRec.width -= 40;
innerLeftRec.height -= 40;
}
}
else if (CheckCollisionPointRec(GetMousePosition(), outerLeftRec))
{
innerLeftRec.x -= 20;
innerLeftRec.y -= 20;
innerLeftRec.width += 40;
innerLeftRec.height += 40;
}
else if (CheckCollisionPointRec(GetMousePosition(), outerRightRec))
{
innerRightRec.x -= 20;
innerRightRec.y -= 20;
innerRightRec.width += 40;
innerRightRec.height += 40;
}
}
if (((innerRightRec.width == 0) && (innerLeftRec.height >= GetScreenHeight())) ||
((innerLeftRec.width == 0) && (innerRightRec.height >= GetScreenHeight())))
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level01 Screen Draw logic
void DrawLevel01Screen(void)
{
// Draw Level01 screen
if (!levelFinished) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), LIGHTGRAY);
else DrawRectangle(60, 60, GetScreenWidth() - 120, GetScreenHeight() - 120, LIGHTGRAY);
DrawRectangleRec(outerLeftRec, GRAY);
DrawRectangleRec(innerLeftRec, RAYWHITE);
DrawRectangleRec(outerRightRec, RAYWHITE);
DrawRectangleRec(innerRightRec, GRAY);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 01", GetScreenWidth()/2 - MeasureText("LEVEL 01", 30)/2, 20, 30, LIGHTGRAY);
}
// Level01 Screen Unload logic
void UnloadLevel01Screen(void)
{
// TODO: Unload Level01 screen variables here!
}
// Level01 Screen should finish?
int FinishLevel01Screen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level02 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#include <math.h>
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level02 screen global variables
static int framesCounter;
static int finishScreen;
static Vector2 bouncingBallPos;
static float bouncingBallRadius = 40;
static Vector2 bouncingBallSpeed;
static Vector2 holeCirclePos;
static float holeCircleRadius = 50;
static bool ballOnHole = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level02 Screen Functions Definition
//----------------------------------------------------------------------------------
float Vector2Distance(Vector2 v1, Vector2 v2);
// Level02 Screen Initialization logic
void InitLevel02Screen(void)
{
// TODO: Initialize Level02 screen variables here!
framesCounter = 0;
finishScreen = 0;
bouncingBallPos = (Vector2){ 120, 80 };
bouncingBallSpeed = (Vector2){ 6, 8 };
holeCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
}
// Level02 Screen Update logic
void UpdateLevel02Screen(void)
{
// Update Level02 screen
framesCounter++;
if (!ballOnHole)
{
bouncingBallPos.x += bouncingBallSpeed.x;
bouncingBallPos.y += bouncingBallSpeed.y;
if (((bouncingBallPos.x - bouncingBallRadius) <= 0) || ((bouncingBallPos.x + bouncingBallRadius) >= GetScreenWidth())) bouncingBallSpeed.x *= -1;
if (((bouncingBallPos.y - bouncingBallRadius) <= 0) || ((bouncingBallPos.y + bouncingBallRadius) >= GetScreenHeight())) bouncingBallSpeed.y *= -1;
Vector2 mousePos = GetMousePosition();
if (CheckCollisionPointCircle(mousePos, bouncingBallPos, 120))
{
bouncingBallPos.x = GetRandomValue(80, 1200);
bouncingBallPos.y = GetRandomValue(80, 650);
}
if (CheckCollisionPointCircle(mousePos, holeCirclePos, 120))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
holeCirclePos = mousePos;
if ((holeCirclePos.x - holeCircleRadius) <= 0) holeCirclePos.x = holeCircleRadius;
else if ((holeCirclePos.x + holeCircleRadius) >= GetScreenWidth()) holeCirclePos.x = GetScreenWidth() - holeCircleRadius;
if ((holeCirclePos.y - holeCircleRadius) <= 0) holeCirclePos.y = holeCircleRadius;
else if ((holeCirclePos.y + holeCircleRadius) >= GetScreenHeight()) holeCirclePos.y = GetScreenHeight() - holeCircleRadius;
}
}
if (Vector2Distance(bouncingBallPos, holeCirclePos) < 20)
{
ballOnHole = true;
PlaySound(levelWin);
}
}
if (ballOnHole && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level02 Screen Draw logic
void DrawLevel02Screen(void)
{
// Draw Level02 screen
DrawCircleV(holeCirclePos, holeCircleRadius, LIGHTGRAY);
DrawCircleV(bouncingBallPos, bouncingBallRadius, DARKGRAY);
DrawCircleLines(bouncingBallPos.x, bouncingBallPos.y, 120, Fade(LIGHTGRAY, 0.8f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 02", GetScreenWidth()/2 - MeasureText("LEVEL 02", 30)/2, 20, 30, LIGHTGRAY);
}
// Level02 Screen Unload logic
void UnloadLevel02Screen(void)
{
// TODO: Unload Level02 screen variables here!
}
// Level02 Screen should finish?
int FinishLevel02Screen(void)
{
return finishScreen;
}
// Calculate distance between two points
float Vector2Distance(Vector2 v1, Vector2 v2)
{
float result;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
result = sqrt(dx*dx + dy*dy);
return result;
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level03 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level03 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle holeRec, pieceRec;
static bool showPiece = false;
static bool pieceSelected = false;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level03 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level03 Screen Initialization logic
void InitLevel03Screen(void)
{
// Initialize Level03 screen variables here!
framesCounter = 0;
finishScreen = 0;
holeRec = (Rectangle){ GetScreenWidth()/2 - 50, GetScreenHeight()/2 - 50, 100, 100 };
pieceRec = (Rectangle){ 200, 400, 100, 100 };
}
// Level03 Screen Update logic
void UpdateLevel03Screen(void)
{
// Update Level03 screen variables here!
framesCounter++;
Vector2 mousePos = GetMousePosition();
if (!done)
{
if (CheckCollisionPointRec(mousePos, holeRec)) showPiece = true;
else showPiece = false;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointRec(mousePos, pieceRec))
{
pieceSelected = true;
pieceRec.x = ((int)mousePos.x - 50);
pieceRec.y = ((int)mousePos.y - 50);
}
}
if ((pieceRec.x == holeRec.x) && !(CheckCollisionPointRec(mousePos, holeRec)))
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level03 Screen Draw logic
void DrawLevel03Screen(void)
{
// Draw Level03 screen
DrawRectangleRec(holeRec, GRAY);
DrawRectangleRec(pieceRec, RAYWHITE);
if (showPiece) DrawRectangleLines(pieceRec.x, pieceRec.y, pieceRec.width, pieceRec.height, Fade(LIGHTGRAY, 0.8f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 03", GetScreenWidth()/2 - MeasureText("LEVEL 03", 30)/2, 20, 30, LIGHTGRAY);
}
// Level03 Screen Unload logic
void UnloadLevel03Screen(void)
{
// TODO: Unload Level03 screen variables here!
}
// Level03 Screen should finish?
int FinishLevel03Screen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level04 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level04 screen global variables
static int framesCounter;
static int finishScreen;
static Vector2 circlesCenter;
static float innerCircleRadius = 40;
static float outerCircleRadius = 300;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level04 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level04 Screen Initialization logic
void InitLevel04Screen(void)
{
// Initialize Level04 screen variables here!
framesCounter = 0;
finishScreen = 0;
circlesCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
}
// Level04 Screen Update logic
void UpdateLevel04Screen(void)
{
// Update Level04 screen variables here!
framesCounter++;
if (!done)
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointCircle(GetMousePosition(), circlesCenter, innerCircleRadius))
{
innerCircleRadius += 2;
}
else if (CheckCollisionPointCircle(GetMousePosition(), circlesCenter, outerCircleRadius))
{
outerCircleRadius += 2;
}
else
{
outerCircleRadius -= 2;
if (outerCircleRadius <= 260) outerCircleRadius = 260;
}
}
else
{
if (!done)
{
innerCircleRadius -= 2;
if (outerCircleRadius > 300) outerCircleRadius -= 2;
}
}
if (innerCircleRadius >= 270) innerCircleRadius = 270;
else if (innerCircleRadius <= 40) innerCircleRadius = 40;
if (outerCircleRadius >= 600) outerCircleRadius = 600;
if (innerCircleRadius >= outerCircleRadius)
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level04 Screen Draw logic
void DrawLevel04Screen(void)
{
// Draw Level04 screen here!
//DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GRAY);
DrawCircleV(circlesCenter, outerCircleRadius, GRAY);
DrawCircleV(circlesCenter, innerCircleRadius, RAYWHITE);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 04", GetScreenWidth()/2 - MeasureText("LEVEL 04", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 04", GetScreenWidth()/2 - MeasureText("LEVEL 04", 30)/2, 20, 30, LIGHTGRAY);
}
// Level04 Screen Unload logic
void UnloadLevel04Screen(void)
{
// TODO: Unload Level04 screen variables here!
}
// Level04 Screen should finish?
int FinishLevel04Screen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level05 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#define NUM_CIRCLES 10
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level05 screen global variables
static int framesCounter;
static int finishScreen;
static Vector2 circleCenter;
static float circleRadius[NUM_CIRCLES];
static bool circleLocked[NUM_CIRCLES];
static Color circleColor[NUM_CIRCLES];
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level05 Screen Functions Definition
//----------------------------------------------------------------------------------
static bool CheckColor(Color col1, Color col2);
// Level05 Screen Initialization logic
void InitLevel05Screen(void)
{
// Initialize Level05 screen variables here!
framesCounter = 0;
finishScreen = 0;
circleCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
for (int i = 0; i < NUM_CIRCLES; i++)
{
circleRadius[i] = 760/NUM_CIRCLES*(NUM_CIRCLES - i);
circleLocked[i] = false;
}
// That's a dirty hack to give sonme coherence to this puzzle...
circleColor[9] = GRAY;
circleColor[8] = RAYWHITE;
circleColor[7] = RAYWHITE;
circleColor[6] = GRAY;
circleColor[5] = RAYWHITE;
circleColor[4] = GRAY;
circleColor[3] = GRAY;
circleColor[2] = GRAY;
circleColor[1] = RAYWHITE;
circleColor[0] = GRAY;
}
// Level05 Screen Update logic
void UpdateLevel05Screen(void)
{
// Update Level05 screen variables here!
framesCounter++;
if (!done)
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
for (int i = NUM_CIRCLES - 1; i >= 0; i--)
{
if (CheckCollisionPointCircle(GetMousePosition(), circleCenter, circleRadius[i]))
{
if (i == 0)
{
if (CheckColor(circleColor[8], GRAY)) circleColor[8] = RAYWHITE;
else circleColor[8] = GRAY;
}
else if (i == 2)
{
if (CheckColor(circleColor[5], GRAY)) circleColor[5] = RAYWHITE;
else circleColor[5] = GRAY;
}
else if (i == 3)
{
if (CheckColor(circleColor[6], GRAY)) circleColor[6] = RAYWHITE;
else circleColor[6] = GRAY;
}
else
{
if (CheckColor(circleColor[i], GRAY)) circleColor[i] = RAYWHITE;
else circleColor[i] = GRAY;
}
return;
}
}
}
// Check all cicles done
for (int i = 0; i < NUM_CIRCLES; i++)
{
done = true;
if (CheckColor(circleColor[i], RAYWHITE))
{
done = false;
return;
}
//if (done) PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level05 Screen Draw logic
void DrawLevel05Screen(void)
{
// Draw Level05 screen
for (int i = 0; i < NUM_CIRCLES; i++)
{
DrawPoly(circleCenter, 64, circleRadius[i], 0.0f, circleColor[i]);
}
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, LIGHTGRAY);
}
// Level05 Screen Unload logic
void UnloadLevel05Screen(void)
{
// TODO: Unload Level05 screen variables here!
}
// Level05 Screen should finish?
int FinishLevel05Screen(void)
{
return finishScreen;
}
static bool CheckColor(Color col1, Color col2)
{
return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level06 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level06 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle centerRec;
static Rectangle movingRecs[4];
static int speedRecs[4];
static bool stoppedRec[4];
static int mouseOverNum = -1;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level06 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level06 Screen Initialization logic
void InitLevel06Screen(void)
{
// Initialize Level06 screen variables here!
framesCounter = 0;
finishScreen = 0;
centerRec = (Rectangle){ GetScreenWidth()/2 - 100, 0, 200, GetScreenHeight() };
for (int i = 0; i < 4; i++)
{
movingRecs[i] = (Rectangle){ GetRandomValue(0, 5)*150, (i*150) + 90, 100, 100 };
stoppedRec[i] = false;
speedRecs[i] = GetRandomValue(4, 8);
}
}
// Level06 Screen Update logic
void UpdateLevel06Screen(void)
{
// Update Level06 screen variables here!
framesCounter++;
if (!done)
{
for (int i = 0; i < 4; i++)
{
if (!stoppedRec[i]) movingRecs[i].x += speedRecs[i];
if (movingRecs[i].x >= GetScreenWidth()) movingRecs[i].x = -movingRecs[i].width;
if (CheckCollisionPointRec(GetMousePosition(), movingRecs[i]))
{
mouseOverNum = i;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (i == 0) stoppedRec[3] = !stoppedRec[3];
else if (i == 1) stoppedRec[2] = !stoppedRec[2];
else if (i == 2) stoppedRec[0] = !stoppedRec[0];
else if (i == 3) stoppedRec[1] = !stoppedRec[1];
}
}
}
// Check if all boxes are aligned
if (((movingRecs[0].x > centerRec.x) && ((movingRecs[0].x + movingRecs[0].width) < (centerRec.x + centerRec.width))) &&
((movingRecs[1].x > centerRec.x) && ((movingRecs[1].x + movingRecs[1].width) < (centerRec.x + centerRec.width))) &&
((movingRecs[2].x > centerRec.x) && ((movingRecs[2].x + movingRecs[2].width) < (centerRec.x + centerRec.width))) &&
((movingRecs[3].x > centerRec.x) && ((movingRecs[3].x + movingRecs[3].width) < (centerRec.x + centerRec.width))))
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level06 Screen Draw logic
void DrawLevel06Screen(void)
{
// Draw Level06 screen
DrawRectangleRec(centerRec, LIGHTGRAY);
for (int i = 0; i < 4; i++)
{
DrawRectangleRec(movingRecs[i], GRAY);
}
if (!done & (mouseOverNum >= 0)) DrawRectangleLines(movingRecs[mouseOverNum].x - 5, movingRecs[mouseOverNum].y - 5, movingRecs[mouseOverNum].width + 10, movingRecs[mouseOverNum].height + 10, Fade(LIGHTGRAY, 0.8f));
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 06", GetScreenWidth()/2 - MeasureText("LEVEL 06", 30)/2, 20, 30, LIGHTGRAY);
}
// Level06 Screen Unload logic
void UnloadLevel06Screen(void)
{
// TODO: Unload Level06 screen variables here!
}
// Level06 Screen should finish?
int FinishLevel06Screen(void)
{
return finishScreen;
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level07 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level07 screen global variables
static int framesCounter;
static int finishScreen;
static Vector2 leftCirclePos, middleCirclePos, rightCirclePos;
static Vector2 leftBtnPos, middleBtnPos, rightBtnPos;
static float circleRadius = 100;
static float btnRadius = 80;
static bool leftCircleActive, middleCircleActive, rightCircleActive;
static Color leftCircleColor, middleCircleColor, rightCircleColor;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level07 Screen Functions Definition
//----------------------------------------------------------------------------------
static bool CheckColor(Color col1, Color col2);
// Level07 Screen Initialization logic
void InitLevel07Screen(void)
{
// Initialize Level07 screen variables here!
framesCounter = 0;
finishScreen = 0;
leftCirclePos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 - 100 };
middleCirclePos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 100 };
rightCirclePos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 - 100 };
leftBtnPos = (Vector2){ GetScreenWidth()/2 - 340, GetScreenHeight()/2 + 120 };
middleBtnPos = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 + 120 };
rightBtnPos = (Vector2){ GetScreenWidth()/2 + 340, GetScreenHeight()/2 + 120 };
leftCircleActive = false;
middleCircleActive = true;
rightCircleActive = false;
leftCircleColor = GRAY;
middleCircleColor = GRAY;
rightCircleColor = GRAY;
}
// Level07 Screen Update logic
void UpdateLevel07Screen(void)
{
// Update Level07 screen variables here!
framesCounter++;
if (!done)
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointCircle(GetMousePosition(), leftBtnPos, btnRadius)) leftCircleActive = !leftCircleActive;
else if (CheckCollisionPointCircle(GetMousePosition(), middleBtnPos, btnRadius)) middleCircleActive = !middleCircleActive;
else if (CheckCollisionPointCircle(GetMousePosition(), rightBtnPos, btnRadius)) rightCircleActive = !rightCircleActive;
if (rightCircleActive && CheckCollisionPointCircle(GetMousePosition(), leftCirclePos, circleRadius))
{
if (CheckColor(leftCircleColor, GRAY)) leftCircleColor = LIGHTGRAY;
else leftCircleColor = GRAY;
}
if (middleCircleActive && CheckCollisionPointCircle(GetMousePosition(), middleCirclePos, circleRadius))
{
if (CheckColor(middleCircleColor, GRAY)) middleCircleColor = LIGHTGRAY;
else middleCircleColor = GRAY;
}
if (rightCircleActive && leftCircleActive && CheckCollisionPointCircle(GetMousePosition(), rightCirclePos, circleRadius))
{
if (CheckColor(rightCircleColor, GRAY)) rightCircleColor = LIGHTGRAY;
else rightCircleColor = GRAY;
}
}
// Check all cicles done
if (CheckColor(leftCircleColor, LIGHTGRAY) && CheckColor(middleCircleColor, LIGHTGRAY) && CheckColor(rightCircleColor, LIGHTGRAY) &&
!leftCircleActive && !middleCircleActive && !rightCircleActive)
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level07 Screen Draw logic
void DrawLevel07Screen(void)
{
// Draw Level07 screen here!
DrawCircleV(leftCirclePos, circleRadius, leftCircleColor);
DrawCircleV(middleCirclePos, circleRadius, middleCircleColor);
DrawCircleV(rightCirclePos, circleRadius, rightCircleColor);
if (leftCircleActive) DrawCircleV(leftBtnPos, btnRadius, GRAY);
else DrawCircleV(leftBtnPos, btnRadius, LIGHTGRAY);
if (middleCircleActive) DrawCircleV(middleBtnPos, btnRadius, GRAY);
else DrawCircleV(middleBtnPos, btnRadius, LIGHTGRAY);
if (rightCircleActive) DrawCircleV(rightBtnPos, btnRadius, GRAY);
else DrawCircleV(rightBtnPos, btnRadius, LIGHTGRAY);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 07", GetScreenWidth()/2 - MeasureText("LEVEL 07", 30)/2, 20, 30, LIGHTGRAY);
}
// Level07 Screen Unload logic
void UnloadLevel07Screen(void)
{
// TODO: Unload Level07 screen variables here!
}
// Level07 Screen should finish?
int FinishLevel07Screen(void)
{
return finishScreen;
}
static bool CheckColor(Color col1, Color col2)
{
return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
}

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/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level08 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level08 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle leftColumnRec, middleColumnRec, rightColumnRec;
static Rectangle movingBox;
static int moveSpeed = 4;
static bool leftColumnActive, middleColumnActive, rightColumnActive;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level08 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level08 Screen Initialization logic
void InitLevel08Screen(void)
{
// TODO: Initialize Level08 screen variables here!
framesCounter = 0;
finishScreen = 0;
movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 };
leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() };
middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() };
rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() };
leftColumnActive = true;
middleColumnActive = false;
rightColumnActive = true;
}
// Level08 Screen Update logic
void UpdateLevel08Screen(void)
{
// Update Level08 screen variables here!
framesCounter++;
if (!done)
{
movingBox.x += moveSpeed;
if (movingBox.x <= 0) moveSpeed *= -1;
if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) ||
(middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) ||
(rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec))
{
middleColumnActive = false;
rightColumnActive = true;
}
else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec))
{
rightColumnActive = false;
leftColumnActive = true;
}
else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec))
{
leftColumnActive = false;
middleColumnActive = true;
}
}
if (movingBox.x >= 1100)
{
done = true;
PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level08 Screen Draw logic
void DrawLevel08Screen(void)
{
// Draw Level08 screen
DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY);
DrawRectangleRec(movingBox, LIGHTGRAY);
if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY);
if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY);
if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY);
}
// Level08 Screen Unload logic
void UnloadLevel08Screen(void)
{
// TODO: Unload Level08 screen variables here!
}
// Level08 Screen should finish?
int FinishLevel08Screen(void)
{
return finishScreen;
}

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@ -0,0 +1,199 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level09 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#define NUM_BOXES 21
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level09 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle bwRecs[NUM_BOXES];
static Color bwColors[NUM_BOXES];
static bool activated[NUM_BOXES];
static int resetCounter = 0;
static bool enableCounter = 0;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level09 Screen Functions Definition
//----------------------------------------------------------------------------------
static bool CheckColor(Color col1, Color col2);
// Level09 Screen Initialization logic
void InitLevel09Screen(void)
{
// Initialize Level09 screen variables here!
framesCounter = 0;
finishScreen = 0;
for (int i = 0; i < NUM_BOXES; i++)
{
bwRecs[i].x = GetScreenWidth()/7*(i%7);
bwRecs[i].y = GetScreenHeight()/3*(i/7);
bwRecs[i].width = GetScreenWidth()/7;
bwRecs[i].height = GetScreenHeight()/3;
activated[i] = false;
if (i%2 == 0) bwColors[i] = LIGHTGRAY;
else bwColors[i] = GRAY;
}
bwColors[10] = RAYWHITE;
}
// Level09 Screen Update logic
void UpdateLevel09Screen(void)
{
// Update Level09 screen variables here!
framesCounter++;
if (enableCounter) resetCounter++;
if (!done)
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
for (int i = 0; i < NUM_BOXES; i++)
{
if (CheckCollisionPointRec(GetMousePosition(), bwRecs[i]))
{
if (i == 10)
{
if (CheckColor(bwColors[i], RAYWHITE))
{
bwColors[i] = LIGHTGRAY;
enableCounter = true;
resetCounter = 0;
activated[1] = true;
}
else
{
bwColors[i] = RAYWHITE;
enableCounter = false;
resetCounter = 5*60;
for (int i = 0; i < NUM_BOXES; i++) activated[i] = false;
}
}
else if ((i%2 == 1) && enableCounter)
{
if (activated[i])
{
bwColors[i] = LIGHTGRAY;
if (i != 19) activated[i + 2] = true;
}
}
}
}
}
if (resetCounter > (4*60 + 10))
{
for (int i = 0; i < NUM_BOXES; i++)
{
if (i%2 == 0) bwColors[i] = LIGHTGRAY;
else bwColors[i] = GRAY;
activated[i] = false;
}
bwColors[10] = RAYWHITE;
enableCounter = false;
resetCounter = 0;
}
for (int i = 0; i < NUM_BOXES; i++)
{
done = true;
if (!CheckColor(bwColors[i], LIGHTGRAY))
{
done = false;
return;
}
//if (done) PlaySound(levelWin);
}
}
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level09 Screen Draw logic
void DrawLevel09Screen(void)
{
// Draw Level09 screen
for (int i = 0; i < NUM_BOXES; i++)
{
DrawRectangleRec(bwRecs[i], bwColors[i]);
}
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(RAYWHITE, 0.6f));
DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 09", GetScreenWidth()/2 - MeasureText("LEVEL 09", 30)/2, 20, 30, LIGHTGRAY);
}
// Level09 Screen Unload logic
void UnloadLevel09Screen(void)
{
// TODO: Unload Level09 screen variables here!
}
// Level09 Screen should finish?
int FinishLevel09Screen(void)
{
return finishScreen;
}
static bool CheckColor(Color col1, Color col2)
{
return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
}

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@ -0,0 +1,153 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Level10 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Level10 screen global variables
static int framesCounter;
static int finishScreen;
static Rectangle leftColumnRec, middleColumnRec, rightColumnRec;
static Rectangle movingBox;
static int moveSpeed = 4;
static bool leftColumnActive, middleColumnActive, rightColumnActive;
static bool done = false;
static int levelTimeSec = 0;
static bool levelFinished = false;
//----------------------------------------------------------------------------------
// Level10 Screen Functions Definition
//----------------------------------------------------------------------------------
// Level10 Screen Initialization logic
void InitLevel10Screen(void)
{
// TODO: Initialize Level10 screen variables here!
framesCounter = 0;
finishScreen = 0;
movingBox = (Rectangle){ 20, GetScreenHeight()/2 - 20, 40, 40 };
leftColumnRec = (Rectangle){ 240, 0, 100, GetScreenHeight() };
middleColumnRec = (Rectangle){ GetScreenWidth()/2 - 50, 0, 100, GetScreenHeight() };
rightColumnRec = (Rectangle){ 920, 0, 100, GetScreenHeight() };
leftColumnActive = true;
middleColumnActive = false;
rightColumnActive = true;
}
// Level10 Screen Update logic
void UpdateLevel10Screen(void)
{
// Update Level10 screen variables here!
framesCounter++;
if (!done)
{
movingBox.x += moveSpeed;
if (movingBox.x <= 0) moveSpeed *= -1;
if ((leftColumnActive && (CheckCollisionRecs(leftColumnRec, movingBox))) ||
(middleColumnActive && (CheckCollisionRecs(middleColumnRec, movingBox))) ||
(rightColumnActive && (CheckCollisionRecs(rightColumnRec, movingBox)))) moveSpeed *= -1;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
if (CheckCollisionPointRec(GetMousePosition(), leftColumnRec))
{
middleColumnActive = false;
rightColumnActive = true;
}
else if (CheckCollisionPointRec(GetMousePosition(), middleColumnRec))
{
rightColumnActive = false;
leftColumnActive = true;
}
else if (CheckCollisionPointRec(GetMousePosition(), rightColumnRec))
{
leftColumnActive = false;
middleColumnActive = true;
}
}
}
if (movingBox.x >= 1100) done = true;
if (done && !levelFinished)
{
levelTimeSec = framesCounter/60;
levelFinished = true;
framesCounter = 0;
}
if (levelFinished)
{
framesCounter++;
if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
}
}
// Level10 Screen Draw logic
void DrawLevel10Screen(void)
{
// Draw Level10 screen
DrawRectangle(1100, GetScreenHeight()/2 - 20, 40, 40, GRAY);
DrawRectangleRec(movingBox, LIGHTGRAY);
if (leftColumnActive) DrawRectangleRec(leftColumnRec, GRAY);
if (middleColumnActive) DrawRectangleRec(middleColumnRec, GRAY);
if (rightColumnActive) DrawRectangleRec(rightColumnRec, GRAY);
if (levelFinished)
{
DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, GRAY);
DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
}
else DrawText("LEVEL 08", GetScreenWidth()/2 - MeasureText("LEVEL 08", 30)/2, 20, 30, LIGHTGRAY);
}
// Level10 Screen Unload logic
void UnloadLevel10Screen(void)
{
// TODO: Unload Level10 screen variables here!
}
// Level10 Screen should finish?
int FinishLevel10Screen(void)
{
return finishScreen;
}

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@ -0,0 +1,227 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
#include <string.h>
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Logo screen global variables
static int framesCounter;
static int finishScreen;
const char msgLogoA[64] = "A simple and easy-to-use library";
const char msgLogoB[64] = "to learn videogames programming";
int logoPositionX;
int logoPositionY;
int raylibLettersCount = 0;
int topSideRecWidth = 16;
int leftSideRecHeight = 16;
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
char raylib[8] = " \0"; // raylib text array, max 8 letters
int logoScreenState = 0; // Tracking animation states (State Machine)
bool msgLogoADone = false;
bool msgLogoBDone = false;
int lettersCounter = 0;
char msgBuffer[128] = { ' ' };
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
// Logo Screen Initialization logic
void InitLogoScreen(void)
{
// Initialize LOGO screen variables here!
framesCounter = 0;
finishScreen = 0;
logoPositionX = GetScreenWidth()/2 - 128;
logoPositionY = GetScreenHeight()/2 - 128;
}
// Logo Screen Update logic
void UpdateLogoScreen(void)
{
// Update LOGO screen
framesCounter++; // Count frames
// Update LOGO screen variables
if (logoScreenState == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 120)
{
logoScreenState = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (logoScreenState == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256) logoScreenState = 2;
}
else if (logoScreenState == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256)
{
lettersCounter = 0;
for (int i = 0; i < strlen(msgBuffer); i++) msgBuffer[i] = ' ';
logoScreenState = 3;
}
}
else if (logoScreenState == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
// Every 12 frames, one more letter!
if ((framesCounter%12) == 0) raylibLettersCount++;
switch (raylibLettersCount)
{
case 1: raylib[0] = 'r'; break;
case 2: raylib[1] = 'a'; break;
case 3: raylib[2] = 'y'; break;
case 4: raylib[3] = 'l'; break;
case 5: raylib[4] = 'i'; break;
case 6: raylib[5] = 'b'; break;
default: break;
}
if (raylibLettersCount >= 10)
{
// Write raylib description messages
if ((framesCounter%2) == 0) lettersCounter++;
if (!msgLogoADone)
{
if (lettersCounter <= strlen(msgLogoA)) strncpy(msgBuffer, msgLogoA, lettersCounter);
else
{
for (int i = 0; i < strlen(msgBuffer); i++) msgBuffer[i] = ' ';
lettersCounter = 0;
msgLogoADone = true;
}
}
else if (!msgLogoBDone)
{
if (lettersCounter <= strlen(msgLogoB)) strncpy(msgBuffer, msgLogoB, lettersCounter);
else
{
msgLogoBDone = true;
framesCounter = 0;
PlaySound(levelWin);
}
}
}
}
// Wait for 2 seconds (60 frames) before jumping to TITLE screen
if (msgLogoBDone)
{
framesCounter++;
if (framesCounter > 90) finishScreen = true;
}
}
// Logo Screen Draw logic
void DrawLogoScreen(void)
{
// Draw LOGO screen
if (logoScreenState == 0)
{
if ((framesCounter/15)%2) DrawRectangle(logoPositionX, logoPositionY - 60, 16, 16, BLACK);
}
else if (logoScreenState == 1)
{
DrawRectangle(logoPositionX, logoPositionY - 60, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY - 60, 16, leftSideRecHeight, BLACK);
}
else if (logoScreenState == 2)
{
DrawRectangle(logoPositionX, logoPositionY - 60, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY - 60, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY - 60, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240 - 60, bottomSideRecWidth, 16, BLACK);
}
else if (logoScreenState == 3)
{
DrawRectangle(logoPositionX, logoPositionY - 60, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 16 - 60, 16, leftSideRecHeight - 32, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY + 16 - 60, 16, rightSideRecHeight - 32, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240 - 60, bottomSideRecWidth, 16, BLACK);
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112 - 60, 224, 224, RAYWHITE);
DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48 - 60, 50, BLACK);
if (!msgLogoADone) DrawText(msgBuffer, GetScreenWidth()/2 - MeasureText(msgLogoA, 30)/2, logoPositionY + 230, 30, GRAY);
else
{
DrawText(msgLogoA, GetScreenWidth()/2 - MeasureText(msgLogoA, 30)/2, logoPositionY + 230, 30, GRAY);
if (!msgLogoBDone) DrawText(msgBuffer, GetScreenWidth()/2 - MeasureText(msgLogoB, 30)/2, logoPositionY + 280, 30, GRAY);
else
{
DrawText(msgLogoB, GetScreenWidth()/2 - MeasureText(msgLogoA, 30)/2, logoPositionY + 280, 30, GRAY);
}
}
}
}
// Logo Screen Unload logic
void UnloadLogoScreen(void)
{
// TODO: Unload LOGO screen variables here!
}
// Logo Screen should finish?
int FinishLogoScreen(void)
{
return finishScreen;
}

View File

@ -0,0 +1,150 @@
/**********************************************************************************************
*
* raylib - Standard Game template
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef SCREENS_H
#define SCREENS_H
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, LEVEL00, LEVEL01, LEVEL02, LEVEL03, LEVEL04, LEVEL05, LEVEL06, LEVEL07, LEVEL08, LEVEL09 } GameScreen;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
Sound levelWin;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Logo Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLogoScreen(void);
void UpdateLogoScreen(void);
void DrawLogoScreen(void);
void UnloadLogoScreen(void);
int FinishLogoScreen(void);
//----------------------------------------------------------------------------------
// Level00 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel00Screen(void);
void UpdateLevel00Screen(void);
void DrawLevel00Screen(void);
void UnloadLevel00Screen(void);
int FinishLevel00Screen(void);
//----------------------------------------------------------------------------------
// Level01 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel01Screen(void);
void UpdateLevel01Screen(void);
void DrawLevel01Screen(void);
void UnloadLevel01Screen(void);
int FinishLevel01Screen(void);
//----------------------------------------------------------------------------------
// Level02 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel02Screen(void);
void UpdateLevel02Screen(void);
void DrawLevel02Screen(void);
void UnloadLevel02Screen(void);
int FinishLevel02Screen(void);
//----------------------------------------------------------------------------------
// Level03 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel03Screen(void);
void UpdateLevel03Screen(void);
void DrawLevel03Screen(void);
void UnloadLevel03Screen(void);
int FinishLevel03Screen(void);
//----------------------------------------------------------------------------------
// Level04 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel04Screen(void);
void UpdateLevel04Screen(void);
void DrawLevel04Screen(void);
void UnloadLevel04Screen(void);
int FinishLevel04Screen(void);
//----------------------------------------------------------------------------------
// Level05 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel05Screen(void);
void UpdateLevel05Screen(void);
void DrawLevel05Screen(void);
void UnloadLevel05Screen(void);
int FinishLevel05Screen(void);
//----------------------------------------------------------------------------------
// Level06 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel06Screen(void);
void UpdateLevel06Screen(void);
void DrawLevel06Screen(void);
void UnloadLevel06Screen(void);
int FinishLevel06Screen(void);
//----------------------------------------------------------------------------------
// Level07 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel07Screen(void);
void UpdateLevel07Screen(void);
void DrawLevel07Screen(void);
void UnloadLevel07Screen(void);
int FinishLevel07Screen(void);
//----------------------------------------------------------------------------------
// Level08 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel08Screen(void);
void UpdateLevel08Screen(void);
void DrawLevel08Screen(void);
void UnloadLevel08Screen(void);
int FinishLevel08Screen(void);
//----------------------------------------------------------------------------------
// Level09 Screen Functions Declaration
//----------------------------------------------------------------------------------
void InitLevel09Screen(void);
void UpdateLevel09Screen(void);
void DrawLevel09Screen(void);
void UnloadLevel09Screen(void);
int FinishLevel09Screen(void);
void DrawRectangleBordersRec(Rectangle rec, int offsetX, int offsetY, int borderSize, Color col);
#ifdef __cplusplus
}
#endif
#endif // SCREENS_H

View File

@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@ -18,23 +18,23 @@ void main()
{
for (int j = -3; j < 3; j++)
{
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(texture0, fragTexCoord).r < 0.3)
if (texture(texture0, fragTexCoord).r < 0.3)
{
tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
}
else
{
if (texture2D(texture0, fragTexCoord).r < 0.5)
if (texture(texture0, fragTexCoord).r < 0.5)
{
tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
}
else
{
tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
}
}

View File

@ -5,24 +5,24 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280;
const float renderHeight = 720;
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)
{
tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
fragColor = vec4(tc, 1.0);

View File

@ -5,20 +5,20 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
float hatchOffsetY = 5.0f;
float lumThreshold01 = 0.9f;
float lumThreshold02 = 0.7f;
float lumThreshold03 = 0.5f;
float lumThreshold04 = 0.3f;
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;
float lumThreshold02 = 0.7;
float lumThreshold03 = 0.5;
float lumThreshold04 = 0.3;
void main()
{
vec3 tc = vec3(1.0, 1.0, 1.0);
float lum = length(texture2D(texture0, fragTexCoord).rgb);
float lum = length(texture(texture0, fragTexCoord).rgb);
if (lum < lumThreshold01)
{

View File

@ -5,14 +5,14 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280;
const float renderHeight = 720;
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
float stitchingSize = 6.0f;
float stitchingSize = 6.0;
uniform int invert = 0;
@ -35,11 +35,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
}
else
{
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}

View File

@ -5,27 +5,27 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 color = texture2D(texture0, fragTexCoord);
vec4 color = texture(texture0, fragTexCoord);
color += texture2D(texture0, fragTexCoord + 0.001);
color += texture2D(texture0, fragTexCoord + 0.003);
color += texture2D(texture0, fragTexCoord + 0.005);
color += texture2D(texture0, fragTexCoord + 0.007);
color += texture2D(texture0, fragTexCoord + 0.009);
color += texture2D(texture0, fragTexCoord + 0.011);
color += texture(texture0, fragTexCoord + 0.001);
color += texture(texture0, fragTexCoord + 0.003);
color += texture(texture0, fragTexCoord + 0.005);
color += texture(texture0, fragTexCoord + 0.007);
color += texture(texture0, fragTexCoord + 0.009);
color += texture(texture0, fragTexCoord + 0.011);
color += texture2D(texture0, fragTexCoord - 0.001);
color += texture2D(texture0, fragTexCoord - 0.003);
color += texture2D(texture0, fragTexCoord - 0.005);
color += texture2D(texture0, fragTexCoord - 0.007);
color += texture2D(texture0, fragTexCoord - 0.009);
color += texture2D(texture0, fragTexCoord - 0.011);
color += texture(texture0, fragTexCoord - 0.001);
color += texture(texture0, fragTexCoord - 0.003);
color += texture(texture0, fragTexCoord - 0.005);
color += texture(texture0, fragTexCoord - 0.007);
color += texture(texture0, fragTexCoord - 0.009);
color += texture(texture0, fragTexCoord - 0.011);
color.rgb = vec3((color.r + color.g + color.b)/3.0);
color = color/9.5;

View File

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@ -13,7 +13,7 @@ const float PI = 3.1415926535;
void main()
{
float aperture = 178.0f;
float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float maxFactor = sin(apertureHalf);
@ -36,5 +36,5 @@ void main()
uv = fragTexCoord.xy;
}
fragColor = texture2D(texture0, uv);
fragColor = texture(texture0, uv);
}

View File

@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, tintColor.a);
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

76
shaders/gl330/phong.fs Normal file
View File

@ -0,0 +1,76 @@
#version 330
// Vertex shader input data
in vec2 fragTexCoord;
in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
uniform vec3 light_specularColor = vec3(0, 1, 0);
uniform float light_intensity = 1;
uniform float light_specIntensity = 1;
// Material attributes
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
uniform vec3 mat_specularColor = vec3(1, 1, 1);
uniform float mat_glossiness = 50;
// World attributes
uniform vec3 lightPos;
uniform vec3 cameraPos;
// Fragment shader output data
out vec4 fragColor;
vec3 AmbientLighting()
{
return mat_ambientColor * light_ambientColor;
}
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
}
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0;
// Calculate specular reflection only if the surface is oriented to the light source
if(dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness);
}
return mat_specularColor * light_specularColor * light_specIntensity * specular;
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPos);
vec3 V = normalize(cameraPos);
vec3 N = normalize(fragNormal);
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Get base color from texture
vec4 textureColor = texture(texture0, fragTexCoord);
vec3 finalColor = textureColor.rgb;
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
}

27
shaders/gl330/phong.vs Normal file
View File

@ -0,0 +1,27 @@
#version 330
// Vertex input data
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
out vec2 fragTexCoord;
out vec3 fragNormal;
void main()
{
// Send texture coord to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -5,15 +5,15 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280;
const float renderHeight = 720;
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
uniform float pixelWidth = 5.0f;
uniform float pixelHeight = 5.0f;
uniform float pixelWidth = 5.0;
uniform float pixelHeight = 5.0;
void main()
{
@ -22,7 +22,7 @@ void main()
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
vec3 tc = texture2D(texture0, coord).rgb;
vec3 tc = texture(texture0, coord).rgb;
fragColor = vec4(tc, 1.0);
}

View File

@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
float gamma = 0.6f;
float numColors = 8.0f;
float gamma = 0.6;
float numColors = 8.0;
void main()
{
vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
vec3 color = texture(texture0, fragTexCoord.xy).rgb;
color = pow(color, vec3(gamma, gamma, gamma));
color = color*numColors;

View File

@ -5,13 +5,13 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec3 color = texture2D(texture0, fragTexCoord).rgb;
vec3 color = texture(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(1.0, 1.0, 0.0);

View File

@ -5,12 +5,12 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
float offset = 0;
float frequency = 720/3.0;
float offset = 0.0;
float frequency = 720.0/3.0;
uniform float time;
@ -21,7 +21,7 @@ void main (void)
float tval = 0; //time
vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
vec4 color = texture2D(texture0, fragTexCoord);
vec4 color = texture(texture0, fragTexCoord);
color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
@ -35,7 +35,7 @@ void main (void)
float globalPos = (fragTexCoord.y + offset) * frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
vec4 color = texture2D(texture0, fragTexCoord);
vec4 color = texture(texture0, fragTexCoord);
fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
}

View File

@ -5,17 +5,17 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280;
const float renderHeight = 720;
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200, 200);
uniform vec2 center = vec2(200.0, 200.0);
void main (void)
{
@ -35,7 +35,7 @@ void main (void)
}
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
vec3 color = texture(texture0, tc/texSize).rgb;
fragColor = vec4(color, 1.0);;
}

View File

@ -5,15 +5,15 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
fragColor = texelColor*tintColor;
fragColor = texelColor*fragTintColor;
}

View File

@ -6,8 +6,7 @@ attribute vec3 vertexNormal;
varying vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -17,5 +16,5 @@ void main()
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -4,7 +4,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,16 +5,16 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, tintColor.a);
gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
}

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View File

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@ -15,5 +15,5 @@ void main()
// NOTE: Implement here your fragment shader code
gl_FragColor = texelColor*tintColor;
gl_FragColor = texelColor*fragTintColor;
}

View File

@ -92,7 +92,7 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
bool musicEnabled = false;
static bool musicEnabled = false;
static Music currentMusic; // Current music loaded
// NOTE: Only one music file playing at a time

View File

@ -317,7 +317,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
if (camera->target.y < 0) camera->target.y = -0.001;
// if (camera->target.y < 0) camera->target.y = -0.001;
}
else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
{
@ -337,7 +337,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
if (camera->target.y > 0) camera->target.y = 0.001;
// if (camera->target.y > 0) camera->target.y = 0.001;
}
else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
{

View File

@ -66,7 +66,7 @@
#include <jni.h> // Java native interface
#include <android/sensor.h> // Android sensors functions
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
//#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
#include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
#include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
@ -103,7 +103,6 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_TOUCH_POINTS 256
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -121,7 +120,10 @@ static struct android_app *app; // Android activity
static struct android_poll_source *source; // Android events polling source
static int ident, events;
static bool windowReady = false; // Used to detect display initialization
static bool appEnabled = true; // Used to detec if app is active
static bool contextRebindRequired = false; // Used to know context rebind required
static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once
static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once
#elif defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
@ -149,6 +151,7 @@ static int gamepadStream = -1; // Gamepad device file descripto
static EGLDisplay display; // Native display device (physical screen connection)
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done
static EGLConfig config; // Graphic config
static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
@ -254,10 +257,12 @@ static void TakeScreenshot(void);
#if defined(PLATFORM_ANDROID)
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
#endif
#if defined(PLATFORM_WEB)
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
#endif
//----------------------------------------------------------------------------------
@ -267,7 +272,7 @@ static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const Emscripte
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
TraceLog(INFO, "Initializing raylib (v1.3.0)");
TraceLog(INFO, "Initializing raylib (v1.4.0)");
// Store window title (could be useful...)
windowTitle = title;
@ -293,13 +298,19 @@ void InitWindow(int width, int height, const char *title)
#endif
#if defined(PLATFORM_WEB)
InitGesturesSystem();
emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback);
// NOTE: Some code examples
//emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch);
//emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch);
emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback);
#endif
mousePosition.x = screenWidth/2;
mousePosition.y = screenHeight/2;
mousePosition.x = (float)screenWidth/2.0f;
mousePosition.y = (float)screenHeight/2.0f;
// raylib logo appearing animation (if enabled)
if (showLogo)
@ -313,7 +324,7 @@ void InitWindow(int width, int height, const char *title)
// Android activity initialization
void InitWindow(int width, int height, struct android_app *state)
{
TraceLog(INFO, "Initializing raylib (v1.3.0)");
TraceLog(INFO, "Initializing raylib (v1.4.0)");
app_dummy();
@ -350,26 +361,30 @@ void InitWindow(int width, int height, struct android_app *state)
//state->userData = &engine;
app->onAppCmd = AndroidCommandCallback;
//InitGesturesSystem(app); // NOTE: Must be called by user
app->onInputEvent = AndroidInputCallback;
InitAssetManager(app->activity->assetManager);
InitGesturesSystem(app);
TraceLog(INFO, "Android app initialized successfully");
// Init button states values (default up)
for(int i = 0; i < 128; i++)
{
currentButtonState[i] = 1;
previousButtonState[i] = 1;
}
// Wait for window to be initialized (display and context)
while (!windowReady)
{
// Wait for window to be initialized (display and context)
// Process events loop
while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// Check if we are exiting
if (app->destroyRequested != 0) windowShouldClose = true;
// NOTE: Never close window, native activity is controlled by the system!
//if (app->destroyRequested != 0) windowShouldClose = true;
}
}
}
@ -504,12 +519,23 @@ void BeginDrawing(void)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(GetMatrixVector(downscaleView)); // If downscale required, apply it here
rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
// NOTE: Not required with OpenGL 3.3+
}
// Setup drawing canvas with extended parameters
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform)
{
BeginDrawing();
SetBlendMode(blendMode);
SetPostproShader(shader);
rlMultMatrixf(MatrixToFloat(transform));
}
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing(void)
{
@ -551,7 +577,7 @@ void Begin3dMode(Camera camera)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.1f*tan(45.0f*PI / 360.0f);
double top = 0.1f*tan(45.0f*PI/360.0f);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
@ -561,8 +587,8 @@ void Begin3dMode(Camera camera)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
@ -582,7 +608,7 @@ void End3dMode(void)
// Set target FPS for the game
void SetTargetFPS(int fps)
{
targetTime = 1 / (double)fps;
targetTime = 1.0/(double)fps;
TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
@ -599,11 +625,24 @@ float GetFrameTime(void)
// As we are operate quite a lot with frameTime,
// it could be no stable, so we round it before passing it around
// NOTE: There are still problems with high framerates (>500fps)
double roundedFrameTime = round(frameTime*10000)/10000;
double roundedFrameTime = round(frameTime*10000)/10000.0;
return (float)roundedFrameTime; // Time in seconds to run a frame
}
// Converts Color to float array and normalizes
float *ColorToFloat(Color color)
{
static float buffer[4];
buffer[0] = (float)color.r/255;
buffer[1] = (float)color.g/255;
buffer[2] = (float)color.b/255;
buffer[3] = (float)color.a/255;
return buffer;
}
// Returns a Color struct from hexadecimal value
Color GetColor(int hexValue)
{
@ -691,46 +730,161 @@ void ClearDroppedFiles(void)
}
#endif
// TODO: Gives the ray trace from mouse position
// Storage save integer value (to defined position)
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
void StorageSaveValue(int position, int value)
{
FILE *storageFile = NULL;
// Try open existing file to append data
storageFile = fopen("storage.data", "rb+");
// If file doesn't exist, create a new storage data file
if (!storageFile) storageFile = fopen("storage.data", "wb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
fseek(storageFile, 0, SEEK_SET);
if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*4), SEEK_SET);
fwrite(&value, 1, 4, storageFile);
}
fclose(storageFile);
}
}
// Storage load integer value (from defined position)
// NOTE: If requested position could not be found, value 0 is returned
int StorageLoadValue(int position)
{
int value = 0;
// Try open existing file to append data
FILE *storageFile = fopen("storage.data", "rb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
rewind(storageFile);
if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*4), SEEK_SET);
fread(&value, 1, 4, storageFile);
}
fclose(storageFile);
}
return value;
}
// Returns a ray trace from mouse position
//http://www.songho.ca/opengl/gl_transform.html
//http://www.songho.ca/opengl/gl_matrix.html
//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
//https://www.opengl.org/archives/resources/faq/technical/transformations.htm
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
// Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html
// Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum
// or matrix order (transpose it or not... that's the question)
Ray ray;
Matrix proj = MatrixIdentity();
Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
// Calculate normalized device coordinates
// NOTE: y value is negative
float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
float z = 1.0f;
// Calculate projection matrix for the camera
float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
double top = 0.1f*tanf(45.0f*PI/360.0f);
double right = top*aspect;
// Store values in a vector
Vector3 deviceCoords = {x, y, z};
// NOTE: zNear and zFar values are important for depth
proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
MatrixTranspose(&proj);
// Device debug message
TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
// NOTE: Our screen origin is top-left instead of bottom-left: transform required!
float invertedMouseY = (float)GetScreenHeight() - mousePosition.y;
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
// NOTE: Do I really need to get z value from depth buffer?
//float z;
//glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
//http://www.bfilipek.com/2012/06/select-mouse-opengl.html
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f };
Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f };
// Do I need to transpose it? It seems that yes...
// NOTE: matrix order is maybe incorrect... In OpenGL to get world position from
// camera view it just needs to get inverted, but here we need to transpose it too.
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
nearPoint = rlglUnproject(nearPoint, proj, view);
farPoint = rlglUnproject(farPoint, proj, view); // TODO: it seems it doesn't work...
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, 0, 1};
Quaternion far = { deviceCoords.x, deviceCoords.y, 1, 1};
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w};
Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w};
// Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);
ray.position = nearPoint;
// Apply calculated vectors to ray
ray.position = camera.position;
ray.direction = direction;
return ray;
}
// Returns the screen space position from a 3d world space position
Vector2 WorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&matView);
// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
// Transform world position to view
QuaternionTransform(&worldPos, matView);
// Transform result to projection (clip space position)
QuaternionTransform(&worldPos, matProj);
// Calculate normalized device coordinates (inverted y)
Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
// Calculate 2d screen position vector
Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
return screenPosition;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
@ -1023,6 +1177,35 @@ Vector2 GetTouchPosition(void)
return position;
}
// Detect if a button has been pressed once
bool IsButtonPressed(int button)
{
bool pressed = false;
if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 0)) pressed = true;
else pressed = false;
return pressed;
}
// Detect if a button is being pressed (button held down)
bool IsButtonDown(int button)
{
if (currentButtonState[button] == 0) return true;
else return false;
}
// Detect if a button has been released once
bool IsButtonReleased(int button)
{
bool released = false;
if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
else released = false;
return released;
}
#endif
//----------------------------------------------------------------------------------
@ -1097,7 +1280,7 @@ static void InitDisplay(int width, int height)
if (fullscreen)
{
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
// NOTE: This function uses and modifies global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
window = glfwCreateWindow(renderWidth, renderHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
@ -1212,7 +1395,6 @@ static void InitDisplay(int width, int height)
};
EGLint numConfigs;
EGLConfig config;
// Get an EGL display connection
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
@ -1446,30 +1628,62 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
if (app->window != NULL)
{
// Init device display (monitor, LCD, ...)
InitDisplay(screenWidth, screenHeight);
// Init OpenGL graphics
InitGraphics();
// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
// Init hi-res timer
InitTimer();
// raylib logo appearing animation (if enabled)
if (showLogo)
if (contextRebindRequired)
{
SetTargetFPS(60);
LogoAnimation();
// Reset screen scaling to full display size
EGLint displayFormat;
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
// Recreate display surface and re-attach OpenGL context
surface = eglCreateWindowSurface(display, config, app->window, NULL);
eglMakeCurrent(display, surface, surface, context);
contextRebindRequired = false;
}
else
{
// Init device display (monitor, LCD, ...)
InitDisplay(screenWidth, screenHeight);
// Init OpenGL graphics
InitGraphics();
// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
/*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
{
// TODO: Unload old asset if required
// Load texture again to pointed texture
(*textureAsset + i) = LoadTexture(assetPath[i]);
}
}
*/
// Init hi-res timer
InitTimer();
// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60); // Not required on Android
LogoAnimation();
}
}
}
} break;
case APP_CMD_GAINED_FOCUS:
{
TraceLog(INFO, "APP_CMD_GAINED_FOCUS");
appEnabled = true;
//ResumeMusicStream();
} break;
case APP_CMD_PAUSE:
@ -1480,11 +1694,18 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
{
//DrawFrame();
TraceLog(INFO, "APP_CMD_LOST_FOCUS");
appEnabled = false;
//PauseMusicStream();
} break;
case APP_CMD_TERM_WINDOW:
{
// TODO: Do display destruction here? -> Yes but only display, don't free buffers!
// Dettach OpenGL context and destroy display surface
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(display, surface);
contextRebindRequired = true;
TraceLog(INFO, "APP_CMD_TERM_WINDOW");
} break;
@ -1515,6 +1736,71 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
default: break;
}
}
// Android: Get input events
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{
//http://developer.android.com/ndk/reference/index.html
int type = AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION)
{
touchPosition.x = AMotionEvent_getX(event, 0);
touchPosition.y = AMotionEvent_getY(event, 0);
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
// Save current button and its state
currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1
if (keycode == AKEYCODE_POWER)
{
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
return 0;
}
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
{
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
return 1;
}
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
{
// Set default OS behaviour
return 0;
}
}
int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
GestureEvent gestureEvent;
// Register touch actions
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
// Register touch points position
// NOTE: Only two points registered
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
return 0; // return 1;
}
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
@ -1557,7 +1843,7 @@ static void InitTimer(void)
previousTime = GetTime(); // Get time as double
}
// Get current time measure since InitTimer()
// Get current time measure (in seconds) since InitTimer()
static double GetTime(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@ -1565,7 +1851,7 @@ static double GetTime(void)
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
uint64_t time = ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
return (double)(time - baseTime)*1e-9;
#endif
@ -1604,9 +1890,8 @@ static bool GetMouseButtonStatus(int button)
static void PollInputEvents(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
// Touch events reading (requires gestures module)
touchPosition = GetRawTouchPosition();
// TODO: Remove this requirement...
UpdateGestures();
#endif
@ -1636,23 +1921,21 @@ static void PollInputEvents(void)
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
// TODO: Check virtual keyboard (?)
// Register previous keys states
for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i];
// Poll Events (registered events)
// TODO: Enable/disable activityMinimized to block activity if minimized
//while ((ident = ALooper_pollAll(activityMinimized ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0)
// NOTE: Activity is paused if not enabled (appEnabled)
while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// Check if we are exiting
// NOTE: Never close window, native activity is controlled by the system!
if (app->destroyRequested != 0)
{
// NOTE: Never close window, native activity is controlled by the system!
//TraceLog(INFO, "Closing Window...");
//windowShouldClose = true;
//ANativeActivity_finish(app->activity);
}
}
@ -1680,7 +1963,7 @@ static void PollInputEvents(void)
int key = keysBuffer[i];
if (keyboardMode == 2)
if (keyboardMode == 2) // scancodes
{
// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
@ -1715,10 +1998,14 @@ static void PollInputEvents(void)
// Detect ESC to stop program
if ((key == 0x1b) && (numKeysBuffer == 1)) windowShouldClose = true;
}
else if (keyboardMode == 1)
else if (keyboardMode == 1) // keycodes (K_MEDIUMRAW mode)
{
TraceLog(DEBUG, "Pressed key (keycode): 0x%02x", key);
// NOTE: Each key is 7-bits (high bit in the byte is 0 for down, 1 for up)
// TODO: Review (or rewrite) this code... not clear... replace by events!
int asciiKey = -1;
// Convert keycode to some recognized key (ASCII or GLFW3 equivalent)
@ -2026,6 +2313,59 @@ static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const Emscripte
return 0;
}
// Web: Get input events
static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
/*
for (int i = 0; i < touchEvent->numTouches; i++)
{
long x, y, id;
if (!touchEvent->touches[i].isChanged) continue;
id = touchEvent->touches[i].identifier;
x = touchEvent->touches[i].canvasX;
y = touchEvent->touches[i].canvasY;
}
printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches,
event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : "");
for(int i = 0; i < event->numTouches; ++i)
{
const EmscriptenTouchPoint *t = &event->touches[i];
printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n",
t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
}
*/
GestureEvent gestureEvent;
// Register touch actions
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = touchEvent->numTouches;
// Register touch points position
// NOTE: Only two points registered
// TODO: Touch data should be scaled accordingly!
//gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
//gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
touchPosition = gestureEvent.position[0];
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent); // Process obtained gestures data
return 1;
}
#endif
// Plays raylib logo appearing animation

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