|
@@ -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;
|
|
|
|
|
+}
|