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/*******************************************************************************************
*
* raylib [textures] example - sprite explosion
*
* 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) 2019 Anata and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_FRAMES 8
#define NUM_LINES 6
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
InitAudioDevice();
// Load explosion sound
Sound fxBoom = LoadSound("resources/boom.wav");
// Load explosion texture
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
int frameWidth = explosion.width/NUM_FRAMES; // Sprite one frame rectangle width
int frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
int currentFrame = 0;
int currentLine = 0;
Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
Vector2 position = { 0.0f, 0.0f };
bool active = false;
int framesCounter = 0;
SetTargetFPS(120);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Check for mouse button pressed and activate explosion (if not active)
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
{
position = GetMousePosition();
active = true;
position.x -= frameWidth/2;
position.y -= frameHeight/2;
PlaySound(fxBoom);
}
// Compute explosion animation frames
if (active)
{
framesCounter++;
if (framesCounter > 2)
{
currentFrame++;
if (currentFrame >= NUM_FRAMES)
{
currentFrame = 0;
currentLine++;
if (currentLine >= NUM_LINES)
{
currentLine = 0;
active = false;
}
}
framesCounter = 0;
}
}
frameRec.x = frameWidth*currentFrame;
frameRec.y = frameHeight*currentLine;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw explosion required frame rectangle
if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(explosion); // Unload texture
UnloadSound(fxBoom); // Unload sound
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
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