#include "raylib.h" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib example."); // Create a Image in memory RenderTexture2D player = LoadRenderTexture(16, 16); // Draw our ship.. BeginTextureMode(player); ClearBackground(BLANK); for(int y=player.texture.height;y>0;y--){ BeginTextureMode(player); DrawLine(0+y/2,player.texture.height-y,player.texture.width-y/2,player.texture.height-y,WHITE); EndTextureMode(); } SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Several variables we use for ship rotation speed and our current angle. int shipTurnSpeed=3; int shipAngle=0; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- for(int i=0;i359)shipAngle=0; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); DrawText("Use Cursor Left and Right to Rotate Ship - escape to exit.",2,2,20,DARKGRAY); // Draw a texture from rectangle to target rectangle. Note we use the - for opengl reasons! DrawTexturePro(player.texture, (Rectangle){0,0,player.texture.width,-player.texture.height}, (Rectangle){320,200,player.texture.width,player.texture.height}, (Vector2){player.texture.width/2,player.texture.height/2},shipAngle,WHITE); //(Rectangle){0,0,player.texture.width,-player.texture.height} == << what part of texture to draw // (Rectangle){320,200,player.texture.width,player.texture.height} == << where to draw it to on the screen //(Vector2){player.texture.width/2,player.texture.height/2} == << rotation center //shipAngle == << rotation in degrees // EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization UnloadRenderTexture(player); // Unload render texture //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }