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[examples] Added: `textures_sprite_stacking` example (#5345)

* Added sprite stacking example

* added link

* formatting
Robin ❤️ 1 month ago
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d8601121da

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examples/textures/resources/booth.png


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examples/textures/textures_sprite_stacking.c

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+/*******************************************************************************************
+*
+*   raylib [textures] example - sprite stacking
+*
+*   Example complexity rating: [★★☆☆] 2/4
+*
+*   Example originally created with raylib 5.6-dev, last time updated with raylib 6.0
+*
+*   Example contributed by Robin (@RobinsAviary) 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
+*
+*   Redbooth model (c) 2017-2025 @kluchek under https://creativecommons.org/licenses/by/4.0/ https://github.com/kluchek/vox-models/
+*   Copyright (c) 2025-2025 Robin (@RobinsAviary)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite stacking");
+
+    Texture2D booth = LoadTexture("resources/booth.png");
+
+    // The overall scale of the stacked sprite
+    float stackScale = 3.0f;
+    // The vertical spacing between each layer
+    float stackSpacing = 2.0f;
+    // The number of layers. Used for calculating the size of a single slice
+    unsigned int stackCount = 122;
+    // The speed to rotate the stacked sprite
+    float rotationSpeed = 30.0f;
+    // The current rotation of the stacked sprite
+    float rotation = 0.0f;
+    // The amount that speed will change by when the user presses A/D
+    const float speedChange = 0.25f;
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // Use mouse wheel to affect stack separation
+        stackSpacing += GetMouseWheelMove()*0.1f;
+        stackSpacing = Clamp(stackSpacing, 0.0f, 5.0f);
+
+        // Add a positive/negative offset to spin right/left at different speeds
+        if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
+        {
+            rotationSpeed -= speedChange;
+        }
+
+        if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
+        {
+            rotationSpeed += speedChange;
+        }
+
+        rotation += rotationSpeed * GetFrameTime();
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+            ClearBackground(RAYWHITE);
+
+            // Get the size of a single slice
+            float frameWidth = (float)booth.width;
+            float frameHeight = (float)booth.height/(float)stackCount;
+
+            // Get the scaled resolution to draw at
+            float scaledWidth = frameWidth*stackScale;
+            float scaledHeight = frameHeight*stackScale;
+
+            // Draw the stacked sprite, rotated to the correct angle, with an vertical offset applied based on its y location
+            for (int i = stackCount - 1; i >= 0; i--)
+            {
+                Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
+                // Center vertically
+                Rectangle dest = { screenWidth/2.0f, (screenHeight/2.0f) + (i*stackSpacing) - (stackSpacing*stackCount/2.0f), scaledWidth, scaledHeight };
+                Vector2 origin = { scaledWidth/2.0f, scaledHeight/2.0f };
+
+                DrawTexturePro(booth, source, dest, origin, rotation, WHITE);
+            }
+
+            DrawText("a/d to spin\nmouse wheel to change separation (aka 'angle')", 10, 10, 20, DARKGRAY);
+            const char *spacingText = TextFormat("current spacing: %.01f", stackSpacing);
+            DrawText(spacingText, 10, 50, 20, DARKGRAY);
+            const char *speedText = TextFormat("current speed: %.02f", rotationSpeed);
+            DrawText(speedText, 10, 70, 20, DARKGRAY);
+            DrawText("redbooth model (c) kluchek under cc 4.0", 10, 420, 20, DARKGRAY);
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadTexture(booth);
+
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

BIN
examples/textures/textures_sprite_stacking.png