ADDED: example: shapes_kaleidoscope

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Hugo ARNAL 2025-10-03 21:20:19 +02:00
parent 4cfae99a74
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/*******************************************************************************************
*
* raylib [shapes] example - Kaleidoscope
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hugo ARNAL (@hugoarnal) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Hugo ARNAL (@hugoarnal)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - Kaleidoscope");
int symmetry = 6;
float angle = 360.0f / (float)symmetry;
float thickness = 3.0f;
Vector2 prevMousePos = { 0 };
SetTargetFPS(60);
ClearBackground(BLACK);
Vector2 offset = {(float)screenWidth / 2.0f, (float)screenHeight / 2.0f};
Camera2D camera = { 0 };
camera.target = (Vector2){ 0 };
camera.offset = offset;
camera.rotation = 0.0f;
camera.zoom = 1.0f;
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
Vector2 mousePos = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
BeginMode2D(camera);
Vector2 lineStart = Vector2Subtract(mousePos, offset);
Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
for (int i = 0; i < symmetry; i++) {
lineStart = Vector2Rotate(lineStart, angle * DEG2RAD);
lineEnd = Vector2Rotate(lineEnd, angle * DEG2RAD);
DrawLineEx(lineStart, lineEnd, thickness, WHITE);
//EndMode2D();
// TODO: reflect line
//BeginMode2D(camera);
}
}
prevMousePos = mousePos;
EndMode2D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}