/******************************************************************************************* * * raylib [shapes] example - easings rectangle array * * NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy * the library to same directory as example or make sure it's available on include path. * * Example originally created with raylib 2.0, last time updated with raylib 2.5 * * 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) 2014-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "reasings.h" // Required for easing functions #define RECS_WIDTH 50 #define RECS_HEIGHT 50 #define MAX_RECS_X 800/RECS_WIDTH #define MAX_RECS_Y 450/RECS_HEIGHT #define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array"); Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 }; for (int y = 0; y < MAX_RECS_Y; y++) { for (int x = 0; x < MAX_RECS_X; x++) { recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2.0f + RECS_WIDTH*x; recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2.0f + RECS_HEIGHT*y; recs[y*MAX_RECS_X + x].width = RECS_WIDTH; recs[y*MAX_RECS_X + x].height = RECS_HEIGHT; } } float rotation = 0.0f; int framesCounter = 0; int state = 0; // Rectangles animation state: 0-Playing, 1-Finished 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 //---------------------------------------------------------------------------------- if (state == 0) { framesCounter++; for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) { recs[i].height = EaseCircOut((float)framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES); recs[i].width = EaseCircOut((float)framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES); if (recs[i].height < 0) recs[i].height = 0; if (recs[i].width < 0) recs[i].width = 0; if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing rotation = EaseLinearIn((float)framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES); } } else if ((state == 1) && IsKeyPressed(KEY_SPACE)) { // When animation has finished, press space to restart framesCounter = 0; for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) { recs[i].height = RECS_HEIGHT; recs[i].width = RECS_WIDTH; } state = 0; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); if (state == 0) { for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) { DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED); } } else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }