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+/*******************************************************************************************
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+*
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+* raylib [textures] example - sprite stacking
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+*
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+* Example complexity rating: [★★☆☆] 2/4
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+*
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+* Example originally created with raylib 5.6-dev, last time updated with raylib 6.0
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+*
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+* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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+* BSD-like license that allows static linking with closed source software
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+*
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+* Redbooth model (c) 2017-2025 @kluchek under https://creativecommons.org/licenses/by/4.0/ https://github.com/kluchek/vox-models/
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+* Copyright (c) 2025-2025 Robin (@RobinsAviary)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include "raymath.h"
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+
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+//------------------------------------------------------------------------------------
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+// Program main entry point
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+//------------------------------------------------------------------------------------
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+int main(void)
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite stacking");
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+
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+ Texture2D booth = LoadTexture("resources/booth.png");
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+
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+ // The overall scale of the stacked sprite
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+ float stackScale = 3.0f;
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+ // The vertical spacing between each layer
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+ float stackSpacing = 2.0f;
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+ // The number of layers. Used for calculating the size of a single slice
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+ unsigned int stackCount = 122;
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+ // The speed to rotate the stacked sprite
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+ float rotationSpeed = 30.0f;
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+ // The current rotation of the stacked sprite
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+ float rotation = 0.0f;
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+ // The amount that speed will change by when the user presses A/D
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+ const float speedChange = 0.25f;
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ // Use mouse wheel to affect stack separation
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+ stackSpacing += GetMouseWheelMove()*0.1f;
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+ stackSpacing = Clamp(stackSpacing, 0.0f, 5.0f);
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+
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+ // Add a positive/negative offset to spin right/left at different speeds
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+ if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
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+ {
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+ rotationSpeed -= speedChange;
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+ }
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+
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+ if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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+ {
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+ rotationSpeed += speedChange;
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+ }
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+
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+ rotation += rotationSpeed * GetFrameTime();
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+ ClearBackground(RAYWHITE);
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+
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+ // Get the size of a single slice
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+ float frameWidth = (float)booth.width;
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+ float frameHeight = (float)booth.height/(float)stackCount;
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+
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+ // Get the scaled resolution to draw at
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+ float scaledWidth = frameWidth*stackScale;
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+ float scaledHeight = frameHeight*stackScale;
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+
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+ // Draw the stacked sprite, rotated to the correct angle, with an vertical offset applied based on its y location
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+ for (int i = stackCount - 1; i >= 0; i--)
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+ {
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+ Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
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+ // Center vertically
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+ Rectangle dest = { screenWidth/2.0f, (screenHeight/2.0f) + (i*stackSpacing) - (stackSpacing*stackCount/2.0f), scaledWidth, scaledHeight };
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+ Vector2 origin = { scaledWidth/2.0f, scaledHeight/2.0f };
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+
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+ DrawTexturePro(booth, source, dest, origin, rotation, WHITE);
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+ }
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+
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+ DrawText("a/d to spin\nmouse wheel to change separation (aka 'angle')", 10, 10, 20, DARKGRAY);
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+ const char *spacingText = TextFormat("current spacing: %.01f", stackSpacing);
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+ DrawText(spacingText, 10, 50, 20, DARKGRAY);
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+ const char *speedText = TextFormat("current speed: %.02f", rotationSpeed);
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+ DrawText(speedText, 10, 70, 20, DARKGRAY);
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+ DrawText("redbooth model (c) kluchek under cc 4.0", 10, 420, 20, DARKGRAY);
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadTexture(booth);
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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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