/******************************************************************************************* * * raylib [shapes] example - collision area * * Example originally created with raylib 2.5, 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) 2013-2024 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include // Required for: abs() //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //--------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area"); // Box A: Moving box Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 }; int boxASpeedX = 4; // Box B: Mouse moved box Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 }; Rectangle boxCollision = { 0 }; // Collision rectangle int screenUpperLimit = 40; // Top menu limits bool pause = false; // Movement pause bool collision = false; // Collision detection 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 //----------------------------------------------------- // Move box if not paused if (!pause) boxA.x += boxASpeedX; // Bounce box on x screen limits if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1; // Update player-controlled-box (box02) boxB.x = GetMouseX() - boxB.width/2; boxB.y = GetMouseY() - boxB.height/2; // Make sure Box B does not go out of move area limits if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width; else if (boxB.x <= 0) boxB.x = 0; if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height; else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit; // Check boxes collision collision = CheckCollisionRecs(boxA, boxB); // Get collision rectangle (only on collision) if (collision) boxCollision = GetCollisionRec(boxA, boxB); // Pause Box A movement if (IsKeyPressed(KEY_SPACE)) pause = !pause; //----------------------------------------------------- // Draw //----------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK); DrawRectangleRec(boxA, GOLD); DrawRectangleRec(boxB, BLUE); if (collision) { // Draw collision area DrawRectangleRec(boxCollision, LIME); // Draw collision message DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK); // Draw collision area DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK); } // Draw help instructions DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, LIGHTGRAY); DrawFPS(10, 10); EndDrawing(); //----------------------------------------------------- } // De-Initialization //--------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //---------------------------------------------------------- return 0; }