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More raylib examples.
This commit is contained in:
292
resources/examples/raylib/raylib_2d_camera_platformer.c3
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292
resources/examples/raylib/raylib_2d_camera_platformer.c3
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@@ -0,0 +1,292 @@
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/*******************************************************************************************
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*
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* raylib [core] example - 2d camera platformer
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.0
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*
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* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2025 arvyy (@arvyy)
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* converted to C3 by Christoffer Lerno
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*
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********************************************************************************************/
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module raylib_camera_platformer;
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import raylib55;
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const G = 400;
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const float PLAYER_JUMP_SPD = 350;
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const float PLAYER_HOR_SPD = 200;
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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struct Player
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{
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RLVector2 position;
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float speed;
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bool can_jump;
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}
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struct EnvItem
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{
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RLRectangle rect;
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int blocking;
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RLColor color;
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}
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alias CameraUpdateFn = fn void(RLCamera2D* camera, Player* player, EnvItem[] env_items, float delta, int width, int height);
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enum CameraUpdateType : (ZString text, CameraUpdateFn func)
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{
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CENTER = { "Follow player center", &update_camera_center },
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CENTER_INSIDE_MAP = { "Follow player center, but clamp to map edges", &update_camera_center_inside_map },
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CENTER_SMOOTH_FOLLOW = { "Follow player center; smoothed", &update_camera_center_smooth_follow },
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EVEN_OUT_ON_LANDING = { "Follow player center horizontally; update player center vertically after landing", &update_camera_even_out_on_landing },
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PLAYER_BOUNDS_PUSH = { "Player push camera on getting too close to screen edge", &update_camera_player_bounds_push }
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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fn int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 450;
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rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [core] example - 2d camera platformer");
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Player player = {
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.position = { 400, 280 },
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.speed = 0,
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.can_jump = false
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};
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EnvItem[*] env_items = {
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{{ 0, 0, 1000, 400 }, 0, rl::LIGHTGRAY },
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{{ 0, 400, 1000, 200 }, 1, rl::GRAY },
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{{ 300, 200, 400, 10 }, 1, rl::GRAY },
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{{ 250, 300, 100, 10 }, 1, rl::GRAY },
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{{ 650, 300, 100, 10 }, 1, rl::GRAY }
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};
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RLCamera2D camera = {
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.target = player.position,
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.offset = { SCREEN_WIDTH / 2.0f, SCREEN_HEIGHT / 2.0f },
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.rotation = 0.0f,
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.zoom = 1.0f
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};
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CameraUpdateType camera_option = CENTER;
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rl::set_target_fps(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl::window_should_close())
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{
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// Update
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//----------------------------------------------------------------------------------
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float delta_time = rl::get_frame_time();
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update_player(&player, &env_items, delta_time);
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camera.zoom += ((float)rl::get_mouse_wheel_move() * 0.05f);
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switch
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{
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case camera.zoom > 3.0f: camera.zoom = 3.0f;
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case camera.zoom < 0.25f: camera.zoom = 0.25f;
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}
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if (rl::is_key_pressed(R))
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{
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camera.zoom = 1.0f;
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player.position = { 400, 280 };
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}
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if (rl::is_key_pressed(C)) camera_option = CameraUpdateType.from_ordinal(((int)camera_option + 1) % (int)CameraUpdateType.len);
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// Call update camera function by its pointer
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camera_option.func(&camera, &player, &env_items, delta_time, SCREEN_WIDTH, SCREEN_HEIGHT);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl::@drawing()
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{
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rl::clear_background(rl::LIGHTGRAY);
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rl::@mode2d(camera)
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{
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foreach (item : env_items) rl::draw_rectangle_rec(item.rect, item.color);
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RLRectangle player_rect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
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rl::draw_rectangle_rec(player_rect, rl::RED);
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rl::draw_circle_v(player.position, 5.0f, rl::GOLD);
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};
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rl::draw_text("Controls:", 20, 20, 10, rl::BLACK);
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rl::draw_text("- Right/Left to move", 40, 40, 10, rl::DARKGRAY);
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rl::draw_text("- Space to jump", 40, 60, 10, rl::DARKGRAY);
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rl::draw_text("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, rl::DARKGRAY);
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rl::draw_text("- C to change camera mode", 40, 100, 10, rl::DARKGRAY);
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rl::draw_text("Current camera mode:", 20, 120, 10, rl::BLACK);
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rl::draw_text(camera_option.text, 40, 140, 10, rl::DARKGRAY);
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};
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rl::close_window(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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fn void update_player(Player* player, EnvItem[] env_items, float delta)
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{
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if (rl::is_key_down(LEFT)) player.position.x -= PLAYER_HOR_SPD * delta;
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if (rl::is_key_down(RIGHT)) player.position.x += PLAYER_HOR_SPD * delta;
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if (rl::is_key_down(SPACE) && player.can_jump)
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{
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player.speed = -PLAYER_JUMP_SPD;
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player.can_jump = false;
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}
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bool hit_obstacle = false;
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foreach (item : env_items)
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{
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RLVector2* p = &player.position;
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if (item.blocking
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&& item.rect.x <= p.x
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&& item.rect.x + item.rect.width >= p.x
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&& item.rect.y >= p.y
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&& item.rect.y <= p.y + player.speed * delta)
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{
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hit_obstacle = true;
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player.speed = 0.0f;
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p.y = item.rect.y;
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break;
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}
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}
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if (hit_obstacle)
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{
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player.can_jump = true;
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}
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else
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{
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player.position.y += player.speed * delta;
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player.speed += G * delta;
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player.can_jump = false;
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}
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}
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fn void update_camera_center(RLCamera2D* camera, Player* player, EnvItem[] env_items, float delta, int width, int height)
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{
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camera.offset = { width / 2.0f, height / 2.0f };
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camera.target = player.position;
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}
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fn void update_camera_center_inside_map(RLCamera2D* camera, Player* player, EnvItem[] env_items, float delta, int width, int height)
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{
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camera.target = player.position;
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camera.offset = { width / 2.0f, height / 2.0f };
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float min_x = 1000;
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float min_y = 1000;
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float max_x = -1000;
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float max_y = -1000;
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foreach (item : env_items)
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{
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min_x = min(item.rect.x, min_x);
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max_x = max(item.rect.x + item.rect.width, max_x);
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min_y = min(item.rect.y, min_y);
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max_y = max(item.rect.y + item.rect.height, max_y);
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}
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RLVector2 max = rl::get_world_to_screen2d({ max_x, max_y }, *camera);
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RLVector2 min = rl::get_world_to_screen2d({ min_x, min_y }, *camera);
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if (max.x < width) camera.offset.x = width - (max.x - width / 2.0f);
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if (max.y < height) camera.offset.y = height - (max.y - height / 2.0f);
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if (min.x > 0) camera.offset.x = width / 2.0f - min.x;
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if (min.y > 0) camera.offset.y = height / 2.0f - min.y;
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}
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fn void update_camera_center_smooth_follow(RLCamera2D* camera, Player* player, EnvItem[] env_items, float delta, int width, int height)
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{
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const float MIN_SPEED = 30;
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const float MIN_EFFECT_LENGTH = 10;
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const float FRACTION_SPEED = 0.8f;
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camera.offset = { width / 2.0f, height / 2.0f };
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float length = player.position.distance(camera.target);
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if (length > MIN_EFFECT_LENGTH)
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{
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float speed = max(FRACTION_SPEED * length, MIN_SPEED);
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camera.target += (player.position - camera.target) * speed * delta / length;
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}
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}
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fn void update_camera_even_out_on_landing(RLCamera2D* camera, Player* player, EnvItem[] env_items, float delta, int width, int height)
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{
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const float EVEN_OUT_SPEED = 700;
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static bool evening_out = false;
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static float even_out_target;
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camera.offset = { width / 2.0f, height / 2.0f };
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camera.target.x = player.position.x;
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if (evening_out)
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{
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if (even_out_target > camera.target.y)
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{
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camera.target.y += EVEN_OUT_SPEED * delta;
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if (camera.target.y > even_out_target)
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{
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camera.target.y = even_out_target;
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evening_out = false;
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}
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}
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else
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{
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camera.target.y -= EVEN_OUT_SPEED * delta;
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if (camera.target.y < even_out_target)
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{
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camera.target.y = even_out_target;
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evening_out = false;
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}
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}
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}
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else
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{
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if (player.can_jump && player.speed == 0 && player.position.y != camera.target.y)
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{
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evening_out = true;
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even_out_target = player.position.y;
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}
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}
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}
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fn void update_camera_player_bounds_push(RLCamera2D* camera, Player* player, EnvItem[] env_items, float delta, int width, int height)
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{
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const RLVector2 BBOX = { 0.2f, 0.2f };
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RLVector2 bboxWorldMin = rl::get_screen_to_world2d({ (1 - BBOX.x) * 0.5f * width, (1 - BBOX.y) * 0.5f*height }, *camera);
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RLVector2 bboxWorldMax = rl::get_screen_to_world2d({ (1 + BBOX.x) * 0.5f * width, (1 + BBOX.y) * 0.5f*height }, *camera);
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camera.offset = { (1 - BBOX.x) * 0.5f * width, (1 - BBOX.y) * 0.5f * height };
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if (player.position.x < bboxWorldMin.x) camera.target.x = player.position.x;
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if (player.position.y < bboxWorldMin.y) camera.target.y = player.position.y;
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if (player.position.x > bboxWorldMax.x) camera.target.x = bboxWorldMin.x + (player.position.x - bboxWorldMax.x);
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if (player.position.y > bboxWorldMax.y) camera.target.y = bboxWorldMin.y + (player.position.y - bboxWorldMax.y);
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}
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121
resources/examples/raylib/raylib_delta_time.c3
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121
resources/examples/raylib/raylib_delta_time.c3
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@@ -0,0 +1,121 @@
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/*******************************************************************************************
|
||||
*
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||||
* raylib [core] example - delta time
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||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by Robin (@RobinsAviary) 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 Robin (@RobinsAviary)
|
||||
* converted to C3 by Christoffer Lerno
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*
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********************************************************************************************/
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module raylib_delta_time;
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import raylib55;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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fn int main()
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||||
{
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// Initialization
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||||
//--------------------------------------------------------------------------------------
|
||||
const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 450;
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||||
|
||||
rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [core] example - delta time");
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||||
|
||||
int current_fps = 60;
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||||
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||||
// Store the position for the both of the circles
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RLVector2 delta_circle = { 0, SCREEN_HEIGHT / 3.0f };
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RLVector2 frame_circle = { 0, SCREEN_HEIGHT * (2.0f / 3.0f) };
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||||
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||||
// The speed applied to both circles
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const float SPEED = 10.0f;
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const float CIRCLE_RADIUS = 32.0f;
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||||
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||||
rl::set_target_fps(current_fps);
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||||
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||||
//--------------------------------------------------------------------------------------
|
||||
// Main game loop
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||||
while (!rl::window_should_close()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Adjust the FPS target based on the mouse wheel
|
||||
float mouse_wheel = rl::get_mouse_wheel_move();
|
||||
if (mouse_wheel)
|
||||
{
|
||||
current_fps += (int)mouse_wheel;
|
||||
if (current_fps < 0) current_fps = 0;
|
||||
rl::set_target_fps(current_fps);
|
||||
}
|
||||
|
||||
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
|
||||
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
|
||||
|
||||
// Multiply by 6.0 (an arbitrary value) in order to make the speed
|
||||
// visually closer to the other circle (at 60 fps), for comparison
|
||||
delta_circle.x += rl::get_frame_time() * 6 * SPEED;
|
||||
// This circle can move faster or slower visually depending on the FPS
|
||||
frame_circle.x += 0.1f * SPEED;
|
||||
|
||||
// If either circle is off the screen, reset it back to the start
|
||||
if (delta_circle.x > SCREEN_WIDTH) delta_circle.x = 0;
|
||||
if (frame_circle.x > SCREEN_WIDTH) frame_circle.x = 0;
|
||||
|
||||
// Reset both circles positions
|
||||
if (rl::is_key_pressed(R))
|
||||
{
|
||||
delta_circle.x = 0;
|
||||
frame_circle.x = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
rl::@drawing()
|
||||
{
|
||||
rl::clear_background(rl::RAYWHITE);
|
||||
|
||||
// Draw both circles to the screen
|
||||
rl::draw_circle_v(delta_circle, CIRCLE_RADIUS, rl::RED);
|
||||
rl::draw_circle_v(frame_circle, CIRCLE_RADIUS, rl::BLUE);
|
||||
|
||||
// Draw the help text
|
||||
// Determine what help text to show depending on the current FPS target
|
||||
ZString fps_text = null;
|
||||
if (current_fps <= 0)
|
||||
{
|
||||
fps_text = rl::text_format("FPS: unlimited (%i)", rl::get_fps());
|
||||
}
|
||||
else
|
||||
{
|
||||
fps_text = rl::text_format("FPS: %i (target: %i)", rl::get_fps(), current_fps);
|
||||
}
|
||||
rl::draw_text(fps_text, 10, 10, 20, rl::DARKGRAY);
|
||||
rl::draw_text(rl::text_format("Frame time: %02.02f ms", rl::get_frame_time()), 10, 30, 20, rl::DARKGRAY);
|
||||
rl::draw_text("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, rl::DARKGRAY);
|
||||
|
||||
// Draw the text above the circles
|
||||
rl::draw_text("FUNC: x += GetFrameTime()*speed", 10, 90, 20, rl::RED);
|
||||
rl::draw_text("FUNC: x += speed", 10, 240, 20, rl::BLUE);
|
||||
|
||||
};
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
rl::close_window(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
120
resources/examples/raylib/raylib_input_gestures.c3
Normal file
120
resources/examples/raylib/raylib_input_gestures.c3
Normal file
@@ -0,0 +1,120 @@
|
||||
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - input gestures
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 1.4, last time updated with raylib 4.2
|
||||
*
|
||||
* 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) 2016-2025 Ramon Santamaria (@raysan5)
|
||||
* converted to C3 by Christoffer Lerno
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
module raylib_input_gestures;
|
||||
import raylib55;
|
||||
|
||||
|
||||
const MAX_GESTURE_STRINGS = 20;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
fn int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int SCREEN_WIDTH = 800;
|
||||
const int SCREEN_HEIGHT = 450;
|
||||
|
||||
rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [core] example - input gestures");
|
||||
|
||||
RLRectangle touch_area = { 220, 10, SCREEN_WIDTH - 230.0f, SCREEN_HEIGHT - 20.0f };
|
||||
|
||||
int gestures_count = 0;
|
||||
ZString[MAX_GESTURE_STRINGS] gesture_strings;
|
||||
|
||||
RLGesture current_gesture = NONE;
|
||||
RLGesture last_gesture = NONE;
|
||||
|
||||
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||
|
||||
rl::set_target_fps(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!rl::window_should_close()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
last_gesture = current_gesture;
|
||||
current_gesture = rl::get_gesture_detected();
|
||||
RLVector2 touch_position = rl::get_touch_position(0);
|
||||
|
||||
if (rl::check_collision_point_rec(touch_position, touch_area) && (current_gesture != NONE))
|
||||
{
|
||||
if (current_gesture != last_gesture)
|
||||
{
|
||||
// Reset gestures strings
|
||||
if (gestures_count >= MAX_GESTURE_STRINGS)
|
||||
{
|
||||
foreach (&s : gesture_strings) *s = "";
|
||||
gestures_count = 0;
|
||||
}
|
||||
// Store gesture string
|
||||
switch (current_gesture)
|
||||
{
|
||||
case TAP: gesture_strings[gestures_count++] = "GESTURE TAP";
|
||||
case DOUBLETAP: gesture_strings[gestures_count++] = "GESTURE DOUBLETAP";
|
||||
case HOLD: gesture_strings[gestures_count++] = "GESTURE HOLD";
|
||||
case DRAG: gesture_strings[gestures_count++] = "GESTURE DRAG";
|
||||
case SWIPE_RIGHT: gesture_strings[gestures_count++] = "GESTURE SWIPE RIGHT";
|
||||
case SWIPE_LEFT: gesture_strings[gestures_count++] = "GESTURE SWIPE LEFT";
|
||||
case SWIPE_UP: gesture_strings[gestures_count++] = "GESTURE SWIPE UP";
|
||||
case SWIPE_DOWN: gesture_strings[gestures_count++] = "GESTURE SWIPE DOWN";
|
||||
case PINCH_IN: gesture_strings[gestures_count++] = "GESTURE PINCH IN";
|
||||
case PINCH_OUT: gesture_strings[gestures_count++] = "GESTURE PINCH OUT";
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
rl::@drawing()
|
||||
{
|
||||
rl::clear_background(rl::RAYWHITE);
|
||||
|
||||
rl::draw_rectangle_rec(touch_area, rl::GRAY);
|
||||
rl::draw_rectangle(225, 15, SCREEN_WIDTH - 240, SCREEN_HEIGHT - 30, rl::RAYWHITE);
|
||||
|
||||
rl::draw_text("GESTURES TEST AREA", SCREEN_WIDTH - 270, SCREEN_HEIGHT - 40, 20, rl::GRAY.fade(0.5f));
|
||||
|
||||
for (int i = 0; i < gestures_count; i++)
|
||||
{
|
||||
rl::draw_rectangle(10, 30 + 20 * i, 200, 20, rl::LIGHTGRAY.fade(i % 2 ? 0.3f : 0.5f));
|
||||
rl::draw_text(gesture_strings[i], 35, 36 + 20 * i, 10, i < gestures_count - 1 ? rl::DARKGRAY : rl::MAROON);
|
||||
}
|
||||
|
||||
rl::draw_rectangle_lines(10, 29, 200, SCREEN_HEIGHT - 50, rl::GRAY);
|
||||
rl::draw_text("DETECTED GESTURES", 50, 15, 10, rl::GRAY);
|
||||
|
||||
if (current_gesture != NONE) rl::draw_circle_v(touch_position, 30, rl::MAROON);
|
||||
|
||||
};
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
rl::close_window(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -1,5 +1,3 @@
|
||||
module raylib_models;
|
||||
import raylib55;
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - animation playing
|
||||
@@ -24,6 +22,8 @@ import raylib55;
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
module raylib_models;
|
||||
import raylib55;
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user