Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
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37 changed files with 1097 additions and 974 deletions
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examples/Makefile
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examples/Makefile
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#**************************************************************************************************
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||||||
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#
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||||||
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# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
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||||||
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#
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||||||
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# Copyright (c) 2015 Ramon Santamaria (@raysan5)
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||||||
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#
|
||||||
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# This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
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# will the authors be held liable for any damages arising from the use of this software.
|
||||||
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#
|
||||||
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# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||||
|
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||||
|
#
|
||||||
|
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||||
|
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||||
|
# in the product documentation would be appreciated but is not required.
|
||||||
|
#
|
||||||
|
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||||
|
# as being the original software.
|
||||||
|
#
|
||||||
|
# 3. This notice may not be removed or altered from any source distribution.
|
||||||
|
#
|
||||||
|
#**************************************************************************************************
|
||||||
|
|
||||||
|
# define raylib platform to compile for
|
||||||
|
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
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||||||
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# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||||
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PLATFORM ?= PLATFORM_DESKTOP
|
||||||
|
|
||||||
|
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
PLATFORM_OS=WINDOWS
|
||||||
|
LIBPATH=win32
|
||||||
|
else
|
||||||
|
UNAMEOS:=$(shell uname)
|
||||||
|
ifeq ($(UNAMEOS),Linux)
|
||||||
|
PLATFORM_OS=LINUX
|
||||||
|
LIBPATH=linux
|
||||||
|
else
|
||||||
|
ifeq ($(UNAMEOS),Darwin)
|
||||||
|
PLATFORM_OS=OSX
|
||||||
|
LIBPATH=osx
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define compiler: gcc for C program, define as g++ for C++
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
# define emscripten compiler
|
||||||
|
CC = emcc
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
# define llvm compiler for mac
|
||||||
|
CC = clang
|
||||||
|
else
|
||||||
|
# define default gcc compiler
|
||||||
|
CC = gcc
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define compiler flags:
|
||||||
|
# -O2 defines optimization level
|
||||||
|
# -Wall turns on most, but not all, compiler warnings
|
||||||
|
# -std=c99 use standard C from 1999 revision
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
|
||||||
|
else
|
||||||
|
CFLAGS = -O2 -Wall -std=c99
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources
|
||||||
|
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||||
|
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||||
|
endif
|
||||||
|
|
||||||
|
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||||
|
|
||||||
|
# define any directories containing required header files
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
# add standard directories for GNU/Linux
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
|
||||||
|
else
|
||||||
|
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
|
||||||
|
# external libraries headers
|
||||||
|
# GLFW3
|
||||||
|
INCLUDES += -I../../external/glfw3/include
|
||||||
|
# GLEW - Not required any more, replaced by GLAD
|
||||||
|
#INCLUDES += -I../external/glew/include
|
||||||
|
# OpenAL Soft
|
||||||
|
INCLUDES += -I../../external/openal_soft/include
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define library paths containing required libs
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
LFLAGS = -L. -L../../src -L/opt/vc/lib
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
# add standard directories for GNU/Linux
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
LFLAGS = -L. -L../../src
|
||||||
|
else
|
||||||
|
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
|
||||||
|
# external libraries to link with
|
||||||
|
# GLFW3
|
||||||
|
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||||
|
ifneq ($(PLATFORM_OS),OSX)
|
||||||
|
# OpenAL Soft
|
||||||
|
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
|
||||||
|
# GLEW: Not used, replaced by GLAD
|
||||||
|
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define library paths containing required libs
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
LFLAGS = -L. -L../../src -L/opt/vc/lib
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
# add standard directories for GNU/Linux
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
LFLAGS = -L. -L../../src
|
||||||
|
else
|
||||||
|
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
|
||||||
|
# external libraries to link with
|
||||||
|
# GLFW3
|
||||||
|
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||||
|
ifneq ($(PLATFORM_OS),OSX)
|
||||||
|
# OpenAL Soft
|
||||||
|
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
|
||||||
|
# GLEW
|
||||||
|
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define any libraries to link into executable
|
||||||
|
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
# libraries for Debian GNU/Linux desktop compiling
|
||||||
|
# requires the following packages:
|
||||||
|
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||||
|
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
|
||||||
|
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
# libraries for OS X 10.9 desktop compiling
|
||||||
|
# requires the following packages:
|
||||||
|
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||||
|
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||||
|
else
|
||||||
|
# libraries for Windows desktop compiling
|
||||||
|
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||||
|
LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
# libraries for Raspberry Pi compiling
|
||||||
|
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||||
|
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
# just adjust the correct path to libraylib.bc
|
||||||
|
LIBS = ../src/libraylib.bc
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define additional parameters and flags for windows
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# resources file contains windows exe icon
|
||||||
|
# -Wl,--subsystem,windows hides the console window
|
||||||
|
WINFLAGS = ../src/resources -Wl,--subsystem,windows
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
EXT = .html
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define all object files required
|
||||||
|
EXAMPLES = \
|
||||||
|
core_basic_window \
|
||||||
|
core_input_keys \
|
||||||
|
core_input_mouse \
|
||||||
|
core_mouse_wheel \
|
||||||
|
core_input_gamepad \
|
||||||
|
core_random_values \
|
||||||
|
core_color_select \
|
||||||
|
core_drop_files \
|
||||||
|
core_storage_values \
|
||||||
|
core_gestures_detection \
|
||||||
|
core_3d_mode \
|
||||||
|
core_3d_picking \
|
||||||
|
core_3d_camera_free \
|
||||||
|
core_3d_camera_first_person \
|
||||||
|
shapes_logo_raylib \
|
||||||
|
shapes_basic_shapes \
|
||||||
|
shapes_colors_palette \
|
||||||
|
shapes_logo_raylib_anim \
|
||||||
|
textures_logo_raylib \
|
||||||
|
textures_image_loading \
|
||||||
|
textures_rectangle \
|
||||||
|
textures_srcrec_dstrec \
|
||||||
|
textures_to_image \
|
||||||
|
textures_raw_data \
|
||||||
|
textures_formats_loading \
|
||||||
|
textures_particles_trail_blending \
|
||||||
|
textures_image_processing \
|
||||||
|
textures_image_drawing \
|
||||||
|
text_sprite_fonts \
|
||||||
|
text_bmfont_ttf \
|
||||||
|
text_rbmf_fonts \
|
||||||
|
text_format_text \
|
||||||
|
text_font_select \
|
||||||
|
text_writing_anim \
|
||||||
|
models_geometric_shapes \
|
||||||
|
models_box_collisions \
|
||||||
|
models_billboard \
|
||||||
|
models_obj_loading \
|
||||||
|
models_heightmap \
|
||||||
|
models_cubicmap \
|
||||||
|
shaders_model_shader \
|
||||||
|
shaders_shapes_textures \
|
||||||
|
shaders_custom_uniform \
|
||||||
|
shaders_postprocessing \
|
||||||
|
audio_sound_loading \
|
||||||
|
audio_music_stream \
|
||||||
|
fix_dylib \
|
||||||
|
|
||||||
|
|
||||||
|
# typing 'make' will invoke the default target entry called 'all',
|
||||||
|
# in this case, the 'default' target entry is raylib
|
||||||
|
all: examples
|
||||||
|
|
||||||
|
# compile all examples
|
||||||
|
examples: $(EXAMPLES)
|
||||||
|
|
||||||
|
# compile [core] example - basic window
|
||||||
|
core_basic_window: core_basic_window.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - keyboard input
|
||||||
|
core_input_keys: core_input_keys.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - mouse input
|
||||||
|
core_input_mouse: core_input_mouse.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - mouse wheel
|
||||||
|
core_mouse_wheel: core_mouse_wheel.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - gamepad input
|
||||||
|
core_input_gamepad: core_input_gamepad.c
|
||||||
|
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - generate random values
|
||||||
|
core_random_values: core_random_values.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - color selection (collision detection)
|
||||||
|
core_color_select: core_color_select.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - drop files
|
||||||
|
core_drop_files: core_drop_files.c
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - storage values
|
||||||
|
core_storage_values: core_storage_values.c
|
||||||
|
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - gestures detection
|
||||||
|
core_gestures_detection: core_gestures_detection.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d mode
|
||||||
|
core_3d_mode: core_3d_mode.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d picking
|
||||||
|
core_3d_picking: core_3d_picking.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d camera free
|
||||||
|
core_3d_camera_free: core_3d_camera_free.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d camera first person
|
||||||
|
core_3d_camera_first_person: core_3d_camera_first_person.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib logo (with basic shapes)
|
||||||
|
shapes_logo_raylib: shapes_logo_raylib.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - basic shapes usage (rectangle, circle, ...)
|
||||||
|
shapes_basic_shapes: shapes_basic_shapes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib color palette
|
||||||
|
shapes_colors_palette: shapes_colors_palette.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib logo animation
|
||||||
|
shapes_logo_raylib_anim: shapes_logo_raylib_anim.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - raylib logo texture loading
|
||||||
|
textures_logo_raylib: textures_logo_raylib.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - image loading and conversion to texture
|
||||||
|
textures_image_loading: textures_image_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture rectangle drawing
|
||||||
|
textures_rectangle: textures_rectangle.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture source and destination rectangles
|
||||||
|
textures_srcrec_dstrec: textures_srcrec_dstrec.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture to image
|
||||||
|
textures_to_image: textures_to_image.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture raw data
|
||||||
|
textures_raw_data: textures_raw_data.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture formats loading
|
||||||
|
textures_formats_loading: textures_formats_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture particles trail blending
|
||||||
|
textures_particles_trail_blending: textures_particles_trail_blending.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture image processing
|
||||||
|
textures_image_processing: textures_image_processing.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture image drawing
|
||||||
|
textures_image_drawing: textures_image_drawing.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - sprite fonts loading
|
||||||
|
text_sprite_fonts: text_sprite_fonts.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - bmfonts and ttf loading
|
||||||
|
text_bmfont_ttf: text_bmfont_ttf.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - raylib bitmap fonts (rBMF)
|
||||||
|
text_rbmf_fonts: text_rbmf_fonts.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - text formatting
|
||||||
|
text_format_text: text_format_text.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - font selection program
|
||||||
|
text_font_select: text_font_select.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - text writing animation
|
||||||
|
text_writing_anim: text_writing_anim.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - basic geometric 3d shapes
|
||||||
|
models_geometric_shapes: models_geometric_shapes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - box collisions
|
||||||
|
models_box_collisions: models_box_collisions.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - basic window
|
||||||
|
models_planes: models_planes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - billboard usage
|
||||||
|
models_billboard: models_billboard.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - OBJ model loading
|
||||||
|
models_obj_loading: models_obj_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - heightmap loading
|
||||||
|
models_heightmap: models_heightmap.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - cubesmap loading
|
||||||
|
models_cubicmap: models_cubicmap.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - model shader
|
||||||
|
shaders_model_shader: shaders_model_shader.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - shapes texture shader
|
||||||
|
shaders_shapes_textures: shaders_shapes_textures.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - custom uniform in shader
|
||||||
|
shaders_custom_uniform: shaders_custom_uniform.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - postprocessing shader
|
||||||
|
shaders_postprocessing: shaders_postprocessing.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [audio] example - sound loading and playing (WAV and OGG)
|
||||||
|
audio_sound_loading: audio_sound_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [audio] example - music stream playing (OGG)
|
||||||
|
audio_music_stream: audio_music_stream.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# fix dylib install path name for each executable (MAC)
|
||||||
|
fix_dylib:
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file
|
||||||
|
endif
|
||||||
|
|
||||||
|
# clean everything
|
||||||
|
clean:
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
find . -type f -perm +ugo+x -delete
|
||||||
|
rm -f *.o
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||||
|
else
|
||||||
|
del *.o *.exe
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
find . -type f -executable -delete
|
||||||
|
rm -f *.o
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
del *.o *.html *.js
|
||||||
|
endif
|
||||||
|
@echo Cleaning done
|
||||||
|
|
||||||
|
# instead of defining every module one by one, we can define a pattern
|
||||||
|
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||||
|
#%.exe : %.c
|
||||||
|
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||||
71
examples/core_2d_camera.c
Normal file
71
examples/core_2d_camera.c
Normal file
|
|
@ -0,0 +1,71 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - 2d camera
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||||
|
|
||||||
|
Camera2D camera;
|
||||||
|
|
||||||
|
camera.position = (Vector2){ 0, 0 };
|
||||||
|
camera.origin = (Vector2){ 100, 100 };
|
||||||
|
camera.rotation = 0.0f;
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
|
||||||
|
else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
|
||||||
|
else if (IsKeyDown(KEY_UP)) camera.position.y++;
|
||||||
|
else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
|
||||||
|
|
||||||
|
if (IsKeyDown(KEY_R)) camera.rotation--;
|
||||||
|
else if (IsKeyDown(KEY_F)) camera.rotation++;
|
||||||
|
|
||||||
|
if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
|
||||||
|
if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawingEx(camera);
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
|
||||||
|
|
||||||
|
DrawRectangle(0, 300, screenWidth, 50, GRAY);
|
||||||
|
DrawRectangle(400, 250, 40, 40, RED);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
@ -23,7 +23,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world (position, target, up vector)
|
// Define the camera to look into our 3d world (position, target, up vector)
|
||||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
|
||||||
|
|
||||||
// Generates some random columns
|
// Generates some random columns
|
||||||
float heights[MAX_COLUMNS];
|
float heights[MAX_COLUMNS];
|
||||||
|
|
@ -40,6 +40,7 @@ int main()
|
||||||
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -25,12 +25,14 @@ int main()
|
||||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -25,6 +25,7 @@ int main()
|
||||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -25,6 +25,7 @@ int main()
|
||||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||||
|
|
@ -35,6 +36,7 @@ int main()
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -53,8 +55,8 @@ int main()
|
||||||
|
|
||||||
// Check collision between ray and box
|
// Check collision between ray and box
|
||||||
collision = CheckCollisionRayBox(ray,
|
collision = CheckCollisionRayBox(ray,
|
||||||
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
|
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
|
@ -30,6 +30,7 @@ int main()
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||||
|
|
@ -29,6 +29,7 @@ int main()
|
||||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
|
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
|
||||||
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
|
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
|
||||||
|
|
@ -53,27 +53,29 @@ int main()
|
||||||
collision = false;
|
collision = false;
|
||||||
|
|
||||||
// Check collisions player vs enemy-box
|
// Check collisions player vs enemy-box
|
||||||
if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2,
|
if (CheckCollisionBoxes(
|
||||||
playerPosition.y - playerSize.y/2,
|
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
|
||||||
playerPosition.z - playerSize.z/2 },
|
playerPosition.y - playerSize.y/2,
|
||||||
(Vector3){ playerPosition.x + playerSize.x/2,
|
playerPosition.z - playerSize.z/2 },
|
||||||
playerPosition.y + playerSize.y/2,
|
(Vector3){ playerPosition.x + playerSize.x/2,
|
||||||
playerPosition.z + playerSize.z/2 },
|
playerPosition.y + playerSize.y/2,
|
||||||
(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
|
playerPosition.z + playerSize.z/2 }},
|
||||||
enemyBoxPos.y - enemyBoxSize.y/2,
|
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
|
||||||
enemyBoxPos.z - enemyBoxSize.z/2 },
|
enemyBoxPos.y - enemyBoxSize.y/2,
|
||||||
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
|
enemyBoxPos.z - enemyBoxSize.z/2 },
|
||||||
enemyBoxPos.y + enemyBoxSize.y/2,
|
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
|
||||||
enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true;
|
enemyBoxPos.y + enemyBoxSize.y/2,
|
||||||
|
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
|
||||||
|
|
||||||
// Check collisions player vs enemy-sphere
|
// Check collisions player vs enemy-sphere
|
||||||
if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2,
|
if (CheckCollisionBoxSphere(
|
||||||
playerPosition.y - playerSize.y/2,
|
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
|
||||||
playerPosition.z - playerSize.z/2 },
|
playerPosition.y - playerSize.y/2,
|
||||||
(Vector3){ playerPosition.x + playerSize.x/2,
|
playerPosition.z - playerSize.z/2 },
|
||||||
playerPosition.y + playerSize.y/2,
|
(Vector3){ playerPosition.x + playerSize.x/2,
|
||||||
playerPosition.z + playerSize.z/2 },
|
playerPosition.y + playerSize.y/2,
|
||||||
enemySpherePos, enemySphereSize)) collision = true;
|
playerPosition.z + playerSize.z/2 }},
|
||||||
|
enemySpherePos, enemySphereSize)) collision = true;
|
||||||
|
|
||||||
if (collision) playerColor = RED;
|
if (collision) playerColor = RED;
|
||||||
else playerColor = GREEN;
|
else playerColor = GREEN;
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||||
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
||||||
|
|
@ -37,6 +37,7 @@ int main()
|
||||||
|
|
||||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||||
|
|
||||||
// Define our custom camera to look into our 3d world
|
// Define our custom camera to look into our 3d world
|
||||||
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
|
|
||||||
|
|
@ -36,7 +36,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
||||||
|
|
||||||
// Camera initialization
|
// Camera initialization
|
||||||
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
// Model initialization
|
// Model initialization
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f };
|
Vector3 position = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
|
||||||
|
|
@ -30,7 +30,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
|
|
||||||
|
|
@ -30,7 +30,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
|
|
||||||
|
|
@ -30,7 +30,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
|
|
||||||
454
games/tetris.c
454
games/tetris.c
|
|
@ -179,22 +179,22 @@ void InitGame(void)
|
||||||
|
|
||||||
// Initialize grid matrices
|
// Initialize grid matrices
|
||||||
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
|
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
|
||||||
{
|
{
|
||||||
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
|
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
|
||||||
{
|
{
|
||||||
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
|
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
|
||||||
else grid[i][j] = EMPTY;
|
else grid[i][j] = EMPTY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Initialize incoming piece matrices
|
// Initialize incoming piece matrices
|
||||||
for (int i = 0; i < 4; i++)
|
for (int i = 0; i < 4; i++)
|
||||||
{
|
{
|
||||||
for (int j = 0; j< 4; j++)
|
for (int j = 0; j< 4; j++)
|
||||||
{
|
{
|
||||||
incomingPiece[i][j] = EMPTY;
|
incomingPiece[i][j] = EMPTY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update game (one frame)
|
// Update game (one frame)
|
||||||
|
|
@ -423,34 +423,34 @@ static bool Createpiece()
|
||||||
piecePositionY = 0;
|
piecePositionY = 0;
|
||||||
|
|
||||||
// If the game is starting and you are going to create the first piece, we create an extra one
|
// If the game is starting and you are going to create the first piece, we create an extra one
|
||||||
if (beginPlay)
|
if (beginPlay)
|
||||||
{
|
{
|
||||||
GetRandompiece();
|
GetRandompiece();
|
||||||
beginPlay = false;
|
beginPlay = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// We assign the incoming piece to the actual piece
|
// We assign the incoming piece to the actual piece
|
||||||
for (int i = 0; i < 4; i++)
|
for (int i = 0; i < 4; i++)
|
||||||
{
|
{
|
||||||
for (int j = 0; j< 4; j++)
|
for (int j = 0; j< 4; j++)
|
||||||
{
|
{
|
||||||
piece[i][j] = incomingPiece[i][j];
|
piece[i][j] = incomingPiece[i][j];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// We assign a random piece to the incoming one
|
// We assign a random piece to the incoming one
|
||||||
GetRandompiece();
|
GetRandompiece();
|
||||||
|
|
||||||
// Assign the piece to the grid
|
// Assign the piece to the grid
|
||||||
for (int i = piecePositionX; i < piecePositionX + 4; i++)
|
for (int i = piecePositionX; i < piecePositionX + 4; i++)
|
||||||
{
|
{
|
||||||
for (int j = 0; j < 4; j++)
|
for (int j = 0; j < 4; j++)
|
||||||
{
|
{
|
||||||
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
|
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void GetRandompiece()
|
static void GetRandompiece()
|
||||||
|
|
@ -459,22 +459,22 @@ static void GetRandompiece()
|
||||||
int random = rand() % 7;
|
int random = rand() % 7;
|
||||||
|
|
||||||
for (int i = 0; i < 4; i++)
|
for (int i = 0; i < 4; i++)
|
||||||
{
|
{
|
||||||
for (int j = 0; j < 4; j++)
|
for (int j = 0; j < 4; j++)
|
||||||
{
|
{
|
||||||
incomingPiece[i][j] = EMPTY;
|
incomingPiece[i][j] = EMPTY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
switch(random)
|
switch(random)
|
||||||
{
|
{
|
||||||
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
|
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
|
||||||
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
|
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
|
||||||
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
|
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
|
||||||
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
|
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
|
||||||
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
|
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
|
||||||
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
|
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
|
||||||
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
|
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
|
||||||
{
|
{
|
||||||
// If we finished moving this piece, we stop it
|
// If we finished moving this piece, we stop it
|
||||||
if (*detection)
|
if (*detection)
|
||||||
{
|
{
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||||
{
|
{
|
||||||
if (grid[i][j] == MOVING)
|
if (grid[i][j] == MOVING)
|
||||||
{
|
{
|
||||||
grid[i][j] = FULL;
|
grid[i][j] = FULL;
|
||||||
*detection = false;
|
*detection = false;
|
||||||
*pieceActive = false;
|
*pieceActive = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// We move down the piece
|
// We move down the piece
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||||
{
|
{
|
||||||
if (grid[i][j] == MOVING)
|
if (grid[i][j] == MOVING)
|
||||||
{
|
{
|
||||||
grid[i][j+1] = MOVING;
|
grid[i][j+1] = MOVING;
|
||||||
grid[i][j] = EMPTY;
|
grid[i][j] = EMPTY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
piecePositionY++;
|
piecePositionY++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
|
||||||
bool collision = false;
|
bool collision = false;
|
||||||
|
|
||||||
// Move left
|
// Move left
|
||||||
if (IsKeyDown(KEY_LEFT))
|
if (IsKeyDown(KEY_LEFT))
|
||||||
{
|
{
|
||||||
// Check if is possible to move to left
|
// Check if is possible to move to left
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||||
{
|
{
|
||||||
if (grid[i][j] == MOVING)
|
if (grid[i][j] == MOVING)
|
||||||
{
|
{
|
||||||
// Check if we are touching the left wall or we have a full square at the left
|
// Check if we are touching the left wall or we have a full square at the left
|
||||||
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
|
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// If able, move left
|
// If able, move left
|
||||||
if (!collision)
|
if (!collision)
|
||||||
{
|
{
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
|
||||||
{
|
{
|
||||||
// Move everything to the left
|
// Move everything to the left
|
||||||
if (grid[i][j] == MOVING)
|
if (grid[i][j] == MOVING)
|
||||||
{
|
{
|
||||||
grid[i-1][j] = MOVING;
|
grid[i-1][j] = MOVING;
|
||||||
grid[i][j] = EMPTY;
|
grid[i][j] = EMPTY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
piecePositionX--;
|
piecePositionX--;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Move right
|
// Move right
|
||||||
else if (IsKeyDown(KEY_RIGHT))
|
else if (IsKeyDown(KEY_RIGHT))
|
||||||
{
|
{
|
||||||
// Check if is possible to move to right
|
// Check if is possible to move to right
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||||
{
|
{
|
||||||
if (grid[i][j] == MOVING)
|
if (grid[i][j] == MOVING)
|
||||||
{
|
{
|
||||||
// Check if we are touching the right wall or we have a full square at the right
|
// Check if we are touching the right wall or we have a full square at the right
|
||||||
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
|
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
|
||||||
{
|
{
|
||||||
collision = true;
|
collision = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// If able move right
|
// If able move right
|
||||||
if (!collision)
|
if (!collision)
|
||||||
{
|
{
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
|
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
|
||||||
{
|
{
|
||||||
// Move everything to the right
|
// Move everything to the right
|
||||||
if (grid[i][j] == MOVING)
|
if (grid[i][j] == MOVING)
|
||||||
{
|
{
|
||||||
grid[i+1][j] = MOVING;
|
grid[i+1][j] = MOVING;
|
||||||
grid[i][j] = EMPTY;
|
grid[i][j] = EMPTY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
piecePositionX++;
|
piecePositionX++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return collision;
|
return collision;
|
||||||
}
|
}
|
||||||
|
|
@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
|
||||||
{
|
{
|
||||||
// Input for turning the piece
|
// Input for turning the piece
|
||||||
if (IsKeyDown(KEY_UP))
|
if (IsKeyDown(KEY_UP))
|
||||||
{
|
{
|
||||||
int aux;
|
int aux;
|
||||||
bool checker = false;
|
bool checker = false;
|
||||||
|
|
||||||
// Check all turning possibilities
|
// Check all turning possibilities
|
||||||
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
|
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
|
||||||
(grid[piecePositionX][piecePositionY] != EMPTY) &&
|
(grid[piecePositionX][piecePositionY] != EMPTY) &&
|
||||||
(grid[piecePositionX][piecePositionY] != MOVING))
|
(grid[piecePositionX][piecePositionY] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
|
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
|
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY] != MOVING))
|
(grid[piecePositionX + 3][piecePositionY] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
|
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
|
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
|
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
|
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
|
||||||
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
|
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
|
||||||
(grid[piecePositionX][piecePositionY + 3] != MOVING))
|
(grid[piecePositionX][piecePositionY + 3] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
|
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
|
||||||
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
|
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
|
||||||
(grid[piecePositionX][piecePositionY + 2] != MOVING))
|
(grid[piecePositionX][piecePositionY + 2] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
|
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
|
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY] != MOVING))
|
(grid[piecePositionX + 1][piecePositionY] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
|
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
|
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
|
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
|
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
|
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
|
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
|
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
|
||||||
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
|
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
|
||||||
(grid[piecePositionX][piecePositionY + 1] != MOVING))
|
(grid[piecePositionX][piecePositionY + 1] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
|
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
|
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY] != MOVING))
|
(grid[piecePositionX + 2][piecePositionY] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
|
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
|
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
|
||||||
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
|
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
|
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
|
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
|
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
|
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
|
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
|
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
|
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
|
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
|
||||||
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
|
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
|
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
|
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
|
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
|
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
|
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
|
||||||
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
|
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
|
||||||
{
|
{
|
||||||
checker = true;
|
checker = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!checker)
|
if (!checker)
|
||||||
{
|
{
|
||||||
aux = piece[0][0];
|
aux = piece[0][0];
|
||||||
piece[0][0] = piece[3][0];
|
piece[0][0] = piece[3][0];
|
||||||
piece[3][0] = piece[3][3];
|
piece[3][0] = piece[3][3];
|
||||||
piece[3][3] = piece[0][3];
|
piece[3][3] = piece[0][3];
|
||||||
piece[0][3] = aux;
|
piece[0][3] = aux;
|
||||||
|
|
||||||
aux = piece[1][0];
|
aux = piece[1][0];
|
||||||
piece[1][0] = piece[3][1];
|
piece[1][0] = piece[3][1];
|
||||||
piece[3][1] = piece[2][3];
|
piece[3][1] = piece[2][3];
|
||||||
piece[2][3] = piece[0][2];
|
piece[2][3] = piece[0][2];
|
||||||
piece[0][2] = aux;
|
piece[0][2] = aux;
|
||||||
|
|
||||||
aux = piece[2][0];
|
aux = piece[2][0];
|
||||||
piece[2][0] = piece[3][2];
|
piece[2][0] = piece[3][2];
|
||||||
piece[3][2] = piece[1][3];
|
piece[3][2] = piece[1][3];
|
||||||
piece[1][3] = piece[0][1];
|
piece[1][3] = piece[0][1];
|
||||||
piece[0][1] = aux;
|
piece[0][1] = aux;
|
||||||
|
|
||||||
aux = piece[1][1];
|
aux = piece[1][1];
|
||||||
piece[1][1] = piece[2][1];
|
piece[1][1] = piece[2][1];
|
||||||
piece[2][1] = piece[2][2];
|
piece[2][1] = piece[2][2];
|
||||||
piece[2][2] = piece[1][2];
|
piece[2][2] = piece[1][2];
|
||||||
piece[1][2] = aux;
|
piece[1][2] = aux;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||||
{
|
{
|
||||||
if (grid[i][j] == MOVING)
|
if (grid[i][j] == MOVING)
|
||||||
{
|
{
|
||||||
grid[i][j] = EMPTY;
|
grid[i][j] = EMPTY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = piecePositionX; i < piecePositionX + 4; i++)
|
for (int i = piecePositionX; i < piecePositionX + 4; i++)
|
||||||
{
|
{
|
||||||
for (int j = piecePositionY; j < piecePositionY + 4; j++)
|
for (int j = piecePositionY; j < piecePositionY + 4; j++)
|
||||||
{
|
{
|
||||||
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
|
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
|
||||||
{
|
{
|
||||||
grid[i][j] = MOVING;
|
grid[i][j] = MOVING;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
|
||||||
static void CheckDetection(bool *detection)
|
static void CheckDetection(bool *detection)
|
||||||
{
|
{
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||||
{
|
{
|
||||||
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
|
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void CheckCompletition(bool *lineToDelete)
|
static void CheckCompletition(bool *lineToDelete)
|
||||||
{
|
{
|
||||||
int calculator;
|
int calculator;
|
||||||
|
|
||||||
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
||||||
{
|
{
|
||||||
calculator = 0;
|
calculator = 0;
|
||||||
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
||||||
{
|
{
|
||||||
// Count each square of the line
|
// Count each square of the line
|
||||||
if (grid[i][j] == FULL)
|
if (grid[i][j] == FULL)
|
||||||
{
|
{
|
||||||
calculator++;
|
calculator++;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if we completed the whole line
|
// Check if we completed the whole line
|
||||||
if (calculator == GRID_HORIZONTAL_SIZE - 2)
|
if (calculator == GRID_HORIZONTAL_SIZE - 2)
|
||||||
{
|
{
|
||||||
*lineToDelete = true;
|
*lineToDelete = true;
|
||||||
calculator = 0;
|
calculator = 0;
|
||||||
// points++;
|
// points++;
|
||||||
|
|
||||||
// Mark the completed line
|
// Mark the completed line
|
||||||
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
|
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
|
||||||
{
|
{
|
||||||
grid[z][j] = FADING;
|
grid[z][j] = FADING;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void DeleteCompleteLines()
|
static void DeleteCompleteLines()
|
||||||
|
|
|
||||||
187
src/Makefile
Normal file
187
src/Makefile
Normal file
|
|
@ -0,0 +1,187 @@
|
||||||
|
#**************************************************************************************************
|
||||||
|
#
|
||||||
|
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
|
||||||
|
#
|
||||||
|
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
|
#
|
||||||
|
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
|
# will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
#
|
||||||
|
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||||
|
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||||
|
#
|
||||||
|
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||||
|
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||||
|
# in the product documentation would be appreciated but is not required.
|
||||||
|
#
|
||||||
|
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||||
|
# as being the original software.
|
||||||
|
#
|
||||||
|
# 3. This notice may not be removed or altered from any source distribution.
|
||||||
|
#
|
||||||
|
#**************************************************************************************************
|
||||||
|
|
||||||
|
# define raylib platform to compile for
|
||||||
|
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
|
||||||
|
PLATFORM ?= PLATFORM_DESKTOP
|
||||||
|
|
||||||
|
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
PLATFORM_OS=WINDOWS
|
||||||
|
else
|
||||||
|
UNAMEOS:=$(shell uname)
|
||||||
|
ifeq ($(UNAMEOS),Linux)
|
||||||
|
PLATFORM_OS=LINUX
|
||||||
|
else
|
||||||
|
ifeq ($(UNAMEOS),Darwin)
|
||||||
|
PLATFORM_OS=OSX
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define raylib graphics api depending on selected platform
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
# define raylib graphics api to use (on RPI, OpenGL ES 2.0 must be used)
|
||||||
|
GRAPHICS = GRAPHICS_API_OPENGL_ES2
|
||||||
|
else
|
||||||
|
# define raylib graphics api to use (OpenGL 1.1 by default)
|
||||||
|
GRAPHICS ?= GRAPHICS_API_OPENGL_11
|
||||||
|
#GRAPHICS = GRAPHICS_API_OPENGL_33 # Uncomment to use OpenGL 3.3
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
GRAPHICS = GRAPHICS_API_OPENGL_ES2
|
||||||
|
endif
|
||||||
|
|
||||||
|
# NOTE: makefiles targets require tab indentation
|
||||||
|
|
||||||
|
# define compiler: gcc for C program, define as g++ for C++
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
# define emscripten compiler
|
||||||
|
CC = emcc
|
||||||
|
else
|
||||||
|
# define default gcc compiler
|
||||||
|
CC = gcc
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define compiler flags:
|
||||||
|
# -O1 defines optimization level
|
||||||
|
# -Wall turns on most, but not all, compiler warnings
|
||||||
|
# -std=c99 defines C language mode (standard C from 1999 revision)
|
||||||
|
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
|
||||||
|
# -fgnu89-inline declaring inline functions support (GCC optimized, faster)
|
||||||
|
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline
|
||||||
|
|
||||||
|
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||||
|
|
||||||
|
# define any directories containing required header files
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
INCLUDES = -I. -I/opt/vc/include -I/opt/vc/include/interface/vmcs_host/linux -I/opt/vc/include/interface/vcos/pthreads
|
||||||
|
else
|
||||||
|
INCLUDES = -I. -I../src
|
||||||
|
# external libraries headers
|
||||||
|
# GLFW3
|
||||||
|
INCLUDES += -I../external/glfw3/include
|
||||||
|
# GLEW
|
||||||
|
INCLUDES += -I../external/glew/include
|
||||||
|
# OpenAL Soft
|
||||||
|
INCLUDES += -I../external/openal_soft/include
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define all object files required
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
OBJS = core.o rlgl.o glad.o shapes.o text.o textures.o models.o audio.o utils.o camera.o gestures.o stb_vorbis.o
|
||||||
|
else
|
||||||
|
#GLAD only required on desktop platform
|
||||||
|
OBJS = core.o rlgl.o shapes.o text.o textures.o models.o audio.o stb_vorbis.o utils.o camera.o gestures.o
|
||||||
|
endif
|
||||||
|
|
||||||
|
|
||||||
|
# typing 'make' will invoke the first target entry in the file,
|
||||||
|
# in this case, the 'default' target entry is raylib
|
||||||
|
default: raylib
|
||||||
|
|
||||||
|
# compile raylib library
|
||||||
|
raylib: $(OBJS)
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
emcc -O1 $(OBJS) -o libraylib.bc
|
||||||
|
else
|
||||||
|
ar rcs libraylib.a $(OBJS)
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile core module
|
||||||
|
# emcc core.c -o core.bc -DPLATFORM_DESKTOP
|
||||||
|
core.o: core.c
|
||||||
|
$(CC) -c core.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||||
|
|
||||||
|
# compile rlgl module
|
||||||
|
rlgl.o: rlgl.c
|
||||||
|
$(CC) -c rlgl.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||||
|
|
||||||
|
# compile glad module
|
||||||
|
glad.o: glad.c
|
||||||
|
$(CC) -c glad.c $(CFLAGS) $(INCLUDES)
|
||||||
|
|
||||||
|
# compile shapes module
|
||||||
|
shapes.o: shapes.c
|
||||||
|
$(CC) -c shapes.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||||
|
|
||||||
|
# compile textures module
|
||||||
|
textures.o: textures.c
|
||||||
|
$(CC) -c textures.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||||
|
|
||||||
|
# compile text module
|
||||||
|
text.o: text.c
|
||||||
|
$(CC) -c text.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||||
|
|
||||||
|
# compile models module
|
||||||
|
models.o: models.c
|
||||||
|
$(CC) -c models.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||||
|
|
||||||
|
# compile audio module
|
||||||
|
audio.o: audio.c
|
||||||
|
$(CC) -c audio.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||||
|
|
||||||
|
# compile stb_vorbis library
|
||||||
|
stb_vorbis.o: stb_vorbis.c
|
||||||
|
$(CC) -c stb_vorbis.c -O1 $(INCLUDES) -D$(PLATFORM)
|
||||||
|
|
||||||
|
# compile utils module
|
||||||
|
utils.o: utils.c
|
||||||
|
$(CC) -c utils.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||||
|
|
||||||
|
# compile camera module
|
||||||
|
camera.o: camera.c
|
||||||
|
$(CC) -c camera.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||||
|
|
||||||
|
# compile gestures module
|
||||||
|
gestures.o: gestures.c
|
||||||
|
$(CC) -c gestures.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||||
|
|
||||||
|
# clean everything
|
||||||
|
clean:
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
rm -f *.o libraylib.a
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||||
|
else
|
||||||
|
del *.o libraylib.a
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
rm -f *.o libraylib.a
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
del *.o libraylib.bc
|
||||||
|
endif
|
||||||
|
@echo Cleaning done
|
||||||
|
|
||||||
|
# instead of defining every module one by one, we can define a pattern
|
||||||
|
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||||
|
#%.o : %.c
|
||||||
|
# $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
|
||||||
|
|
@ -84,7 +84,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Global Variables Definition
|
// Global Variables Definition
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
static Vector2 cameraAngle = { 0.0f, 0.0f };
|
static Vector2 cameraAngle = { 0.0f, 0.0f };
|
||||||
static float cameraTargetDistance = 5.0f;
|
static float cameraTargetDistance = 5.0f;
|
||||||
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
|
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
|
||||||
|
|
@ -212,6 +212,12 @@ void SetCameraTarget(Vector3 target)
|
||||||
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
|
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Set internal camera fovy
|
||||||
|
void SetCameraFovy(float fovy)
|
||||||
|
{
|
||||||
|
internalCamera.fovy = fovy;
|
||||||
|
}
|
||||||
|
|
||||||
// Set camera pan key to combine with mouse movement (free camera)
|
// Set camera pan key to combine with mouse movement (free camera)
|
||||||
void SetCameraPanControl(int panKey)
|
void SetCameraPanControl(int panKey)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue