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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 Robin (@RobinsAviary)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "raymath.h" // Required for: Clamp()
- //------------------------------------------------------------------------------------
- // 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");
- float stackScale = 3.0f; // Overall scale of the stacked sprite
- float stackSpacing = 2.0f; // Vertical spacing between each layer
- unsigned int stackCount = 122; // Number of layers, used for calculating the size of a single slice
- float rotationSpeed = 30.0f; // Stacked sprites rotation speed
- float rotation = 0.0f; // Current rotation of the stacked sprite
- const float speedChange = 0.25f; // Amount speed will change by when the user presses A/D
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
- // 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--)
- {
- // Center vertically
- Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
- 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);
- DrawText(TextFormat("current spacing: %.01f", stackSpacing), 10, 50, 20, DARKGRAY);
- DrawText(TextFormat("current speed: %.02f", rotationSpeed), 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;
- }
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