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- /*******************************************************************************************
- *
- * raylib [shapes] example - following eyes
- *
- * This example has been created using raylib 2.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include <math.h> // Required for: atan2f()
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
- Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
- Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
- float scleraRadius = 80;
- Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
- Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
- float irisRadius = 24;
- float angle = 0.0f;
- float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
- 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
- //----------------------------------------------------------------------------------
- irisLeftPosition = GetMousePosition();
- irisRightPosition = GetMousePosition();
- // Check not inside the left eye sclera
- if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
- {
- dx = irisLeftPosition.x - scleraLeftPosition.x;
- dy = irisLeftPosition.y - scleraLeftPosition.y;
- angle = atan2f(dy, dx);
- dxx = (scleraRadius - irisRadius)*cosf(angle);
- dyy = (scleraRadius - irisRadius)*sinf(angle);
- irisLeftPosition.x = scleraLeftPosition.x + dxx;
- irisLeftPosition.y = scleraLeftPosition.y + dyy;
- }
- // Check not inside the right eye sclera
- if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
- {
- dx = irisRightPosition.x - scleraRightPosition.x;
- dy = irisRightPosition.y - scleraRightPosition.y;
- angle = atan2f(dy, dx);
- dxx = (scleraRadius - irisRadius)*cosf(angle);
- dyy = (scleraRadius - irisRadius)*sinf(angle);
- irisRightPosition.x = scleraRightPosition.x + dxx;
- irisRightPosition.y = scleraRightPosition.y + dyy;
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
- DrawCircleV(irisLeftPosition, irisRadius, BROWN);
- DrawCircleV(irisLeftPosition, 10, BLACK);
- DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
- DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
- DrawCircleV(irisRightPosition, 10, BLACK);
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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