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[examples] Added: `shapes_particles` (#5260)

* [Examples] Added shapes_particles

* Changes to follow the code conventions. Improved some things.

* Fixed name

* Fixed PNG name

---------

Co-authored-by: Ray <[email protected]>
JordSant 2 months ago
parent
commit
2a04317cff

+ 277 - 0
examples/shapes/shapes_simple_particles.c

@@ -0,0 +1,277 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - simple particles
+*
+*   Example complexity rating: [★☆☆☆] 1/4
+*
+*   Example originally created with raylib 5.6, last time updated with raylib 5.6
+*
+*   Example contributed by Jordi Santonja (@JordSant)
+*
+*   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 Jordi Santonja (@JordSant)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h>         // Required for: calloc(), free()
+#include <math.h>           // Required for: cosf(), sinf()
+
+#define MAX_PARTICLES 3000  // Max number particles
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum ParticleType {
+    WATER = 0,
+    SMOKE,
+    FIRE
+} ParticleType;
+
+static const char particleTypesChar[3][10] = { "WATER", "SMOKE", "FIRE" };
+
+typedef struct Particle {
+    Vector2 position;       // Particle position on screen
+	Vector2 velocity;       // Particle current speed and direction
+	bool alive;             // Particle alive: inside screen and life time
+	float lifeTime;         // Particle life time
+	ParticleType type;      // Particle type (WATER, SMOKE, FIRE)
+    float radius;           // Particle radius
+    Color color;            // Particle color
+} Particle;
+
+typedef struct CircularBuffer {
+	int head;               // Index for the next write
+	int tail;               // Index for the next read
+	Particle *buffer;       // Particle buffer array
+} CircularBuffer;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type);
+static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer);
+static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight);
+static void UpdateCircularBuffer(CircularBuffer *circularBuffer);
+static void DrawParticles(CircularBuffer *circularBuffer);
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - particles");
+
+    // Definition of particles
+    Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
+	CircularBuffer circularBuffer = { 0, 0, particles };
+    
+	// Particle emitter parameters
+    int emissionRate = -2;          // Negative: on average every -X frames. Positive: particles per frame
+	ParticleType currentType = WATER;
+	Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
+
+    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
+        //----------------------------------------------------------------------------------
+		// Emit new particles: when emissionRate is 1, emit every frame
+        if (emissionRate < 0)
+        {
+            if (rand()%(-emissionRate) == 0)
+                EmitParticle(&circularBuffer, emitterPosition, currentType);
+        }
+        else
+        {
+            for (int i = 0; i <= emissionRate; ++i)
+                EmitParticle(&circularBuffer, emitterPosition, currentType);
+		}
+
+		// Update the parameters of each particle
+        UpdateParticles(&circularBuffer, screenWidth, screenHeight);
+        // Remove dead particles from the circular buffer
+        UpdateCircularBuffer(&circularBuffer);
+
+        // Change Particle Emission Rate (UP/DOWN arrows)
+        if (IsKeyPressed(KEY_UP))
+            ++emissionRate;
+        if (IsKeyPressed(KEY_DOWN))
+            --emissionRate;
+
+        // Change Particle Type (LEFT/RIGHT arrows)
+        if (IsKeyPressed(KEY_RIGHT))
+            (currentType == FIRE) ? (currentType = WATER) : ++currentType;
+        if (IsKeyPressed(KEY_LEFT))
+            (currentType == WATER) ? (currentType = FIRE) : --currentType;
+
+		if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+            emitterPosition = GetMousePosition();
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+        ClearBackground(RAYWHITE);
+
+		// Call the function with a loop to draw all particles
+        DrawParticles(&circularBuffer);
+
+        // Draw UI and Instructions
+        DrawRectangle(5, 5, 315, 75, Fade(SKYBLUE, 0.5f));
+        DrawRectangleLines(5, 5, 315, 75, BLUE);
+
+        DrawText("CONTROLS:", 15, 15, 10, BLACK);
+        DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, BLACK);
+        DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
+
+        if (emissionRate < 0)
+            DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY);
+		else
+            DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY);
+
+        DrawFPS(screenWidth - 80, 10);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    RL_FREE(particles);     // Free particles array data
+
+    CloseWindow();          // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type)
+{
+    Particle *newParticle = AddToCircularBuffer(circularBuffer);
+    // If buffer is full, newParticle is NULL
+    if (newParticle != NULL)
+    {
+        // Fill particle properties
+        newParticle->position = emitterPosition;
+        newParticle->alive = true;
+        newParticle->lifeTime = 0.0f;
+        newParticle->type = type;
+        float speed = (float)(rand()%10)/5.0f;
+        switch (type)
+        {
+        case WATER:
+            newParticle->radius = 5.0f;
+            newParticle->color = BLUE;
+            break;
+        case SMOKE:
+            newParticle->radius = 7.0f;
+            newParticle->color = GRAY;
+            break;
+        case FIRE:
+            newParticle->radius = 10.0f;
+            newParticle->color = YELLOW;
+            speed /= 10.0f;
+            break;
+        default: break;
+        }
+        float direction = (float)(rand()%360);
+        newParticle->velocity = (Vector2){ speed*cosf(direction*DEG2RAD), speed*sinf(direction*DEG2RAD) };
+    }
+}
+
+static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
+{
+    Particle *particle = NULL;
+
+    // Check if buffer full
+    if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
+    {
+		// Add new particle to the head position and advance head
+        particle = &circularBuffer->buffer[circularBuffer->head];
+        circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
+    }
+
+	return particle;
+}
+
+static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
+{
+    for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
+    {
+        // Update particle life and positions
+		circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
+
+        switch (circularBuffer->buffer[i].type)
+        {
+            case WATER:
+                circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
+                circularBuffer->buffer[i].velocity.y += 0.2f;   // Gravity
+                circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
+                break;
+            case SMOKE:
+                circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
+				circularBuffer->buffer[i].velocity.y -= 0.05f;  // Upwards
+                circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
+                circularBuffer->buffer[i].radius += 0.5f;       // Increment radius: smoke expands
+				circularBuffer->buffer[i].color.a -= 4;         // Decrement alpha: smoke fades
+				if (circularBuffer->buffer[i].color.a < 4)      // If alpha transparent, particle dies
+                    circularBuffer->buffer[i].alive = false;
+                break;
+            case FIRE:
+				// Add a little horizontal oscillation to fire particles
+                circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
+                circularBuffer->buffer[i].velocity.y -= 0.05f;  // Upwards
+                circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
+				circularBuffer->buffer[i].radius -= 0.15f;      // Decrement radius: fire shrinks
+				circularBuffer->buffer[i].color.g -= 3;         // Decrement green: fire turns reddish starting from yellow
+				if (circularBuffer->buffer[i].radius <= 0.02f)  // If radius too small, particle dies
+                    circularBuffer->buffer[i].alive = false;
+                break;
+            default: break;
+        }
+
+		// Disable particle when out of screen
+        Vector2 center = circularBuffer->buffer[i].position;
+		float radius = circularBuffer->buffer[i].radius;
+        if ((center.x < -radius) || (center.x > screenWidth + radius) ||
+            (center.y < -radius) || (center.y > screenHeight + radius))
+            circularBuffer->buffer[i].alive = false;
+    }
+}
+static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
+{
+    // Update circular buffer: advance tail over dead particles
+    while ((circularBuffer->tail != circularBuffer->head) &&
+           !circularBuffer->buffer[circularBuffer->tail].alive)
+    {
+        circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
+	}
+}
+
+static void DrawParticles(CircularBuffer *circularBuffer)
+{
+    for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
+    {
+        if (circularBuffer->buffer[i].alive)
+        {
+            DrawCircleV(circularBuffer->buffer[i].position,
+                        circularBuffer->buffer[i].radius,
+                        circularBuffer->buffer[i].color);
+        }
+    }
+}

BIN
examples/shapes/shapes_simple_particles.png


+ 569 - 0
projects/VS2022/examples/shapes_simple_particles.vcxproj

@@ -0,0 +1,569 @@
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+ 8 - 0
projects/VS2022/raylib.sln

@@ -383,6 +383,14 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_triangle_strip", "ex
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_directory_files", "examples\core_directory_files.vcxproj", "{6B1A933E-71B8-4C1F-9E79-02D98830E671}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_kaleidoscope", "examples\shapes_kaleidoscope.vcxproj", "{6B1A933E-71B8-4C1F-9E79-02D98830E671}"
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 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
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