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ADDED: example: `shapes_bullet_hell` (#5218)

* add shapes_bullet_hell example

* adjust example count
zero 2 tháng trước cách đây
mục cha
commit
56e32f2c3e

+ 1 - 0
examples/Makefile

@@ -541,6 +541,7 @@ CORE = \
 SHAPES = \
     shapes/shapes_basic_shapes \
     shapes/shapes_bouncing_ball \
+    shapes/shapes_bullet_hell \
     shapes/shapes_circle_sector_drawing \
     shapes/shapes_collision_area \
     shapes/shapes_colors_palette \

+ 4 - 0
examples/Makefile.Web

@@ -541,6 +541,7 @@ CORE = \
 SHAPES = \
     shapes/shapes_basic_shapes \
     shapes/shapes_bouncing_ball \
+    shapes/shapes_bullet_hell \
     shapes/shapes_circle_sector_drawing \
     shapes/shapes_collision_area \
     shapes/shapes_colors_palette \
@@ -807,6 +808,9 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
 shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
+shapes/shapes_bullet_hell: shapes/shapes_bullet_hell.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
 shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 

+ 3 - 2
examples/README.md

@@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
 - `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
 - `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
 
-## EXAMPLES COLLECTION [TOTAL: 164]
+## EXAMPLES COLLECTION [TOTAL: 165]
 
 ### category: core [38]
 
@@ -64,7 +64,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
 | [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
 | [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
 
-### category: shapes [20]
+### category: shapes [21]
 
 Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
 
@@ -72,6 +72,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
 |-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐☆☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [shapes_bullet_hell](shapes/shapes_bullet_hell.c) | <img src="shapes/shapes_bullet_hell.png" alt="shapes_bullet_hell" width="80"> | ⭐☆☆☆ | 5.6 | 5.6 | [Zero](https://github.com/zerohorsepower) |
 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐⭐☆☆ | 1.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |

+ 1 - 0
examples/examples_list.txt

@@ -47,6 +47,7 @@ core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
 core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
 shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
 shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
+shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
 shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
 shapes;shapes_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
 shapes;shapes_logo_raylib_anim;★★☆☆;2.5;4.0;2014;2025;"Ramon Santamaria";@raysan5

+ 286 - 0
examples/shapes/shapes_bullet_hell.c

@@ -0,0 +1,286 @@
+/*******************************************************************************************
+*
+*   raylib [shapes] example - bullet hell
+*
+*   Example complexity rating: [★☆☆☆] 1/4
+*
+*   Example originally created with raylib 5.6, last time updated with raylib 5.6
+*
+*   Example contributed by Zero (@zerohorsepower) 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) 2025-2025 Zero (@zerohorsepower)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include <stdlib.h> // Required for: malloc(), free()
+#include <math.h> // Required for: cosf(), sinf()
+
+#define MAX_BULLETS 500000 // Max bullets that 800x450 can keep on minimum settings is 130.000 bullets
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct Bullet {
+    Vector2 position;
+    Vector2 acceleration; // the amount of pixels to be incremented to position every frame
+    bool disabled; // skip processing and draw case out of screen
+    Color color;
+} Bullet;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
+
+    // Bullet
+    Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array
+    int bulletCount = 0;
+    int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
+    int bulletRadius = 10;
+    float bulletSpeed = 3.0f;
+    int bulletRows = 6;
+    Color bulletColor[2] = { RED, BLUE };
+
+    // Spawner
+    float baseDirection = 0;
+    int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
+    float spawnCooldown = 2;
+    float spawnCooldownTimer = spawnCooldown;
+
+    // Magic circle
+    float magicCircleRotation = 0;
+
+    // Used on performance drawing
+    RenderTexture bulletTexture = LoadRenderTexture(24, 24);
+
+    // Draw circle to bullet texture, then draw bullet using DrawTexture()
+    // This is being done to improve the performance, since DrawCircle() is slow
+    BeginDrawing();
+    BeginTextureMode(bulletTexture);
+    DrawCircle(12, 12, bulletRadius, WHITE);
+    DrawCircleLines(12, 12, bulletRadius, BLACK);
+    EndTextureMode();
+    EndDrawing();
+
+    bool drawInPerformanceMode = true;
+
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+
+        // Reset the bullet index
+        // New bullets will replace the old ones that are already disabled due to out-of-screen
+        if (bulletCount >= MAX_BULLETS)
+        {
+            bulletCount = 0;
+            bulletDisabledCount = 0;
+        }
+
+        spawnCooldownTimer--;
+        if (spawnCooldownTimer < 0)
+        {
+            spawnCooldownTimer = spawnCooldown;
+
+            // Spawn bullets
+            float degreesPerRow = 360.0f / bulletRows;
+            for (int row = 0; row < bulletRows; row++)
+            {
+
+                if (bulletCount < MAX_BULLETS)
+                {
+
+                    bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
+                    bullets[bulletCount].disabled = false;
+                    bullets[bulletCount].color = bulletColor[row % 2];
+
+                    float bulletDirection = baseDirection + (degreesPerRow * row);
+
+                    // bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
+                    // from the bullet position every frame. Since the bullets doesn't change its direction and speed,
+                    // only need to calculate it at the spawning time.
+                    // 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise.
+                    // Case you want it to be anti-clockwise, add "* -1" at the y acceleration
+                    bullets[bulletCount].acceleration = (Vector2){
+                        bulletSpeed * cosf(bulletDirection * DEG2RAD),
+                        bulletSpeed * sinf(bulletDirection * DEG2RAD)
+                    };
+
+                    bulletCount++;
+                }
+            }
+
+            baseDirection += angleIncrement;
+
+        }
+
+
+        // Update bullets position based on its acceleration
+        for (int i = 0; i < bulletCount; i++)
+        {
+
+            // Only update bullet if inside the screen
+            if (!bullets[i].disabled)
+            {
+
+                bullets[i].position.x += bullets[i].acceleration.x;
+                bullets[i].position.y += bullets[i].acceleration.y;
+
+                // Disable bullet if out of screen
+                if
+                (
+                    bullets[i].position.x < -bulletRadius*2 ||
+                    bullets[i].position.x > screenWidth + bulletRadius*2 ||
+                    bullets[i].position.y < -bulletRadius*2 ||
+                    bullets[i].position.y > screenHeight + bulletRadius*2
+                )
+                {
+                    bullets[i].disabled = true;
+                    bulletDisabledCount++;
+                }
+            }
+        }
+
+        // Input
+        if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++;
+        if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--;
+        if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
+        if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && bulletSpeed > 0.50f) bulletSpeed -= 0.25f;
+        if (IsKeyPressed(KEY_Z) && spawnCooldown > 1) spawnCooldown--;
+        if (IsKeyPressed(KEY_X)) spawnCooldown++;
+        if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
+
+        if (IsKeyDown(KEY_SPACE))
+        {
+            angleIncrement += 1;
+            angleIncrement %= 360;
+        }
+
+        if (IsKeyPressed(KEY_C))
+        {
+            bulletCount = 0;
+            bulletDisabledCount = 0;
+        }
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            // Draw magic circle
+            magicCircleRotation++;
+            DrawRectanglePro(
+                (Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
+                (Vector2) { 60, 60 },
+                magicCircleRotation,
+                PURPLE
+            );
+            DrawRectanglePro(
+                (Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
+                (Vector2) { 60, 60 },
+                magicCircleRotation + 45,
+                PURPLE
+            );
+            DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
+            DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
+            DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
+
+
+            // Draw bullets
+            // DrawInPerformanceMode = draw bullets using DrawTexture, DrawCircle is vary slow
+            if (drawInPerformanceMode)
+            {
+                for (int i = 0; i < bulletCount; i++)
+                {
+                    // Do not draw disabled bullets (out of screen)
+                    if (!bullets[i].disabled)
+                    {
+                        DrawTexture(
+                            bulletTexture.texture,
+                            bullets[i].position.x - bulletTexture.texture.width*0.5f,
+                            bullets[i].position.y - bulletTexture.texture.height*0.5f,
+                            bullets[i].color
+                        );
+                    }
+                }
+            } else {
+
+                for (int i = 0; i < bulletCount; i++)
+                {
+                    // Do not draw disabled bullets (out of screen)
+                    if (!bullets[i].disabled)
+                    {
+                        DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
+                        DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
+                    }
+                }
+            }
+
+            // Draw UI
+            DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 });
+            DrawText("Controls:", 20, 20, 10, LIGHTGRAY);
+            DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY);
+            DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY);
+            DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY);
+            DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY);
+            DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY);
+            DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
+
+            DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
+            if (drawInPerformanceMode)
+            {
+                DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
+            } else {
+                DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
+            }
+            
+
+            DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
+            DrawText(
+                TextFormat(
+                    "[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
+                    GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed,  angleIncrement, spawnCooldown
+                ),
+                155,
+                420,
+                10,
+                GREEN
+            );
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+
+    UnloadRenderTexture(bulletTexture);
+
+    free(bullets);
+
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/shapes/shapes_bullet_hell.png