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Update/merge examples back into main repo (#192)

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2023-08-25 08:08:32 +01:00
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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)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class FollowingEyes
{
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
Vector2 scleraLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
Vector2 scleraRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
float scleraRadius = 80;
Vector2 irisLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
Vector2 irisRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
float irisRadius = 24;
float angle = 0.0f;
float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// 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 = MathF.Atan2(dy, dx);
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
dyy = (scleraRadius - irisRadius) * MathF.Sin(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 = MathF.Atan2(dy, dx);
dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
irisRightPosition.X = scleraRightPosition.X + dxx;
irisRightPosition.Y = scleraRightPosition.Y + dyy;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RAYWHITE);
DrawCircleV(scleraLeftPosition, scleraRadius, Color.LIGHTGRAY);
DrawCircleV(irisLeftPosition, irisRadius, Color.BROWN);
DrawCircleV(irisLeftPosition, 10, Color.BLACK);
DrawCircleV(scleraRightPosition, scleraRadius, Color.LIGHTGRAY);
DrawCircleV(irisRightPosition, irisRadius, Color.DARKGREEN);
DrawCircleV(irisRightPosition, 10, Color.BLACK);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}