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Add shapes_following_eyes raylib example #42
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/******************************************************************************************* | ||
* | ||
* raylib [textures] example - Texture loading and drawing | ||
* | ||
* Example originally created with raylib 1.0, last time updated with raylib 1.0 | ||
* | ||
* 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) 2014-2024 Ramon Santamaria (@raysan5) | ||
* | ||
********************************************************************************************/ | ||
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#include "raylib.h" | ||
#include "math.h" | ||
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void raylib_js_set_entry(void (*entry)(void)); | ||
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Vector2 scleraLeftPosition; | ||
Vector2 scleraRightPosition; | ||
float scleraRadius; | ||
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Vector2 irisLeftPosition; | ||
Vector2 irisRightPosition; | ||
float irisRadius; | ||
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float angle; | ||
float dx, dy, dxx, dyy; | ||
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void GameFrame() { | ||
// Update | ||
//---------------------------------------------------------------------------------- | ||
irisLeftPosition = GetMousePosition(); | ||
irisRightPosition = GetMousePosition(); | ||
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// Check not inside the left eye sclera | ||
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius)) | ||
{ | ||
dx = irisLeftPosition.x - scleraLeftPosition.x; | ||
dy = irisLeftPosition.y - scleraLeftPosition.y; | ||
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angle = atan2f(dy, dx); | ||
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dxx = (scleraRadius - irisRadius)*cosf(angle); | ||
dyy = (scleraRadius - irisRadius)*sinf(angle); | ||
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irisLeftPosition.x = scleraLeftPosition.x + dxx; | ||
irisLeftPosition.y = scleraLeftPosition.y + dyy; | ||
} | ||
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// Check not inside the right eye sclera | ||
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius)) | ||
{ | ||
dx = irisRightPosition.x - scleraRightPosition.x; | ||
dy = irisRightPosition.y - scleraRightPosition.y; | ||
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angle = atan2f(dy, dx); | ||
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dxx = (scleraRadius - irisRadius)*cosf(angle); | ||
dyy = (scleraRadius - irisRadius)*sinf(angle); | ||
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irisRightPosition.x = scleraRightPosition.x + dxx; | ||
irisRightPosition.y = scleraRightPosition.y + dyy; | ||
} | ||
//---------------------------------------------------------------------------------- | ||
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// Draw | ||
//---------------------------------------------------------------------------------- | ||
BeginDrawing(); | ||
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ClearBackground(RAYWHITE); | ||
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DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY); | ||
DrawCircleV(irisLeftPosition, irisRadius, BROWN); | ||
DrawCircleV(irisLeftPosition, 10, BLACK); | ||
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DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY); | ||
DrawCircleV(irisRightPosition, irisRadius, DARKGREEN); | ||
DrawCircleV(irisRightPosition, 10, BLACK); | ||
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DrawFPS(10, 10); | ||
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EndDrawing(); | ||
//---------------------------------------------------------------------------------- | ||
} | ||
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//------------------------------------------------------------------------------------ | ||
// Program main entry point | ||
//------------------------------------------------------------------------------------ | ||
int main(void) | ||
{ | ||
const int screenWidth = 800; | ||
const int screenHeight = 450; | ||
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes"); | ||
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scleraLeftPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f }; | ||
scleraRightPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f }; | ||
scleraRadius = 80; | ||
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irisLeftPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f }; | ||
irisRightPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f }; | ||
irisRadius = 24; | ||
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angle = 0.0f; | ||
float dx = 0.0f; | ||
dy = 0.0f; | ||
dxx = 0.0f; | ||
dyy = 0.0f; | ||
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second | ||
//-------------------------------------------------------------------------------------- | ||
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#ifdef PLATFORM_WEB | ||
raylib_js_set_entry(GameFrame); | ||
#else | ||
// Main game loop | ||
while (!WindowShouldClose()) // Detect window close button or ESC key | ||
{ | ||
GameFrame(); | ||
} | ||
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// De-Initialization | ||
//-------------------------------------------------------------------------------------- | ||
CloseWindow(); // Close window and OpenGL context | ||
//-------------------------------------------------------------------------------------- | ||
#endif | ||
return 0; | ||
} |
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we don't actually do anything with the return value. (yet)
It would be cool to have it reflect in main's return.
That way something like
./nob && build/shapes_following_eyes
will not try to run the executable if the build fails.There was a problem hiding this comment.
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I think it would be a good idea to handle this. I was getting compiler errors and that's why I added that return statement.