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- #include "raylib.h"
- #include <stdlib.h> // 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;
- }
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