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Update/merge examples back into main repo (#192)
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108
Examples/Shapes/FollowingEyes.cs
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108
Examples/Shapes/FollowingEyes.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - following eyes
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shapes;
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public class FollowingEyes
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{
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public static int Main()
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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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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
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Vector2 scleraLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
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Vector2 scleraRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
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float scleraRadius = 80;
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Vector2 irisLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
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Vector2 irisRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
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float irisRadius = 24;
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float angle = 0.0f;
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float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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irisLeftPosition = GetMousePosition();
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irisRightPosition = GetMousePosition();
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// Check not inside the left eye sclera
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if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
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{
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dx = irisLeftPosition.X - scleraLeftPosition.X;
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dy = irisLeftPosition.Y - scleraLeftPosition.Y;
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angle = MathF.Atan2(dy, dx);
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dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
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dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
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irisLeftPosition.X = scleraLeftPosition.X + dxx;
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irisLeftPosition.Y = scleraLeftPosition.Y + dyy;
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}
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// Check not inside the right eye sclera
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if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
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{
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dx = irisRightPosition.X - scleraRightPosition.X;
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dy = irisRightPosition.Y - scleraRightPosition.Y;
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angle = MathF.Atan2(dy, dx);
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dxx = (scleraRadius - irisRadius) * MathF.Cos(angle);
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dyy = (scleraRadius - irisRadius) * MathF.Sin(angle);
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irisRightPosition.X = scleraRightPosition.X + dxx;
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irisRightPosition.Y = scleraRightPosition.Y + dyy;
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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(Color.RAYWHITE);
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DrawCircleV(scleraLeftPosition, scleraRadius, Color.LIGHTGRAY);
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DrawCircleV(irisLeftPosition, irisRadius, Color.BROWN);
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DrawCircleV(irisLeftPosition, 10, Color.BLACK);
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DrawCircleV(scleraRightPosition, scleraRadius, Color.LIGHTGRAY);
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DrawCircleV(irisRightPosition, irisRadius, Color.DARKGREEN);
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DrawCircleV(irisRightPosition, 10, Color.BLACK);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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