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raylib-cs/Examples/Shapes/FollowingEyes.cs
2026-07-17 07:49:07 +02:00

148 lines
5 KiB
C#

/*******************************************************************************************
*
* raylib [shapes] example - following eyes
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using Raylib_cs;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public partial class FollowingEyes : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Following Eyes";
public string Title => "raylib [shapes] example - following eyes";
private Vector2 scleraLeftPosition;
private Vector2 scleraRightPosition;
private float scleraRadius;
private Vector2 irisLeftPosition;
private Vector2 irisRightPosition;
private float irisRadius;
private float angle;
private float dx, dy, dxx, dyy;
public void Init()
{
scleraLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
scleraRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
scleraRadius = 80;
irisLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
irisRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
irisRadius = 24;
angle = 0.0f;
dx = 0.0f;
dy = 0.0f;
dxx = 0.0f;
dyy = 0.0f;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition();
irisRightPosition = GetMousePosition();
// Check not inside the left eye sclera
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius))
{
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 - irisRadius))
{
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();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FollowingEyes();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}