#include "raylib.h" #include // Required for: free() // // How to draw into a image and then read the image data and use that. // int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib example."); // Create a Perlin Image Image tempImage = GenImageColor(32,32,BLACK); ImageDrawCircle(&tempImage,16,16,10,RED); Color *mapPixels = GetImageData(tempImage); // We will put the image data from the rectangle in this map. int map[32][32] = {0}; for (int y = 0; y < tempImage.height; y++) { for (int x = 0; x < tempImage.width; x++) { if ((mapPixels[y*tempImage.width + x].r != 0)){ // Collision: if other than 0. map[x][y] = 1; } } } 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 //---------------------------------------------------------------------------------- //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); for(int y=0;y<32;y++){ for(int x=0;x<32;x++){ if(map[x][y]==1)DrawRectangle(x*16,y*8,16,8,RED); } } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- free(mapPixels); // Unload color array UnloadImage(tempImage); // Unload image from RAM CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }