REXM: Update examples collection, some renames
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4 changed files with 126 additions and 111 deletions
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@ -2,7 +2,7 @@
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*
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* raylib [shapes] example - pie chart
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*
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* Example complexity rating: [★☆☆☆] 1/4
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6
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*
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@ -2,7 +2,7 @@
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*
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* raylib [shapes] example - simple particles
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*
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* Example complexity rating: [★☆☆☆] 1/4
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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@ -20,7 +20,7 @@
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#include <stdlib.h> // Required for: calloc(), free()
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#include <math.h> // Required for: cosf(), sinf()
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#define MAX_PARTICLES 3000 // Max number particles
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#define MAX_PARTICLES 3000 // Max number of particles
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -100,6 +100,7 @@ int main(void)
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// Update the parameters of each particle
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UpdateParticles(&circularBuffer, screenWidth, screenHeight);
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// Remove dead particles from the circular buffer
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UpdateCircularBuffer(&circularBuffer);
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@ -217,46 +218,53 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
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switch (circularBuffer->buffer[i].type)
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{
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case WATER:
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{
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
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circularBuffer->buffer[i].velocity.y += 0.2f; // Gravity
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circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
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break;
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} break;
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case SMOKE:
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{
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
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circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
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circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
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circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
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circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
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if (circularBuffer->buffer[i].color.a < 4) // If alpha transparent, particle dies
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circularBuffer->buffer[i].alive = false;
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break;
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// If alpha transparent, particle dies
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if (circularBuffer->buffer[i].color.a < 4) circularBuffer->buffer[i].alive = false;
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} break;
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case FIRE:
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{
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// Add a little horizontal oscillation to fire particles
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circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
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circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
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circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
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circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
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circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
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if (circularBuffer->buffer[i].radius <= 0.02f) // If radius too small, particle dies
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circularBuffer->buffer[i].alive = false;
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break;
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// If radius too small, particle dies
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if (circularBuffer->buffer[i].radius <= 0.02f) circularBuffer->buffer[i].alive = false;
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} break;
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default: break;
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}
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// Disable particle when out of screen
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Vector2 center = circularBuffer->buffer[i].position;
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float radius = circularBuffer->buffer[i].radius;
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if ((center.x < -radius) || (center.x > screenWidth + radius) ||
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(center.y < -radius) || (center.y > screenHeight + radius))
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if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
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(center.y < -radius) || (center.y > (screenHeight + radius)))
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{
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circularBuffer->buffer[i].alive = false;
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}
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}
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}
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static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
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{
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// Update circular buffer: advance tail over dead particles
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while ((circularBuffer->tail != circularBuffer->head) &&
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!circularBuffer->buffer[circularBuffer->tail].alive)
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while ((circularBuffer->tail != circularBuffer->head) && !circularBuffer->buffer[circularBuffer->tail].alive)
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{
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circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
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}
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146
examples/shapes/shapes_starfield_effect.c
Normal file
146
examples/shapes/shapes_starfield_effect.c
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@ -0,0 +1,146 @@
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/*******************************************************************************************
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*
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* raylib [shapes] example - starfield effect
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
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*
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* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h" // Required for: Lerp()
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#define STAR_COUNT 420
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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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 - starfield effect");
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Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.69f);
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// Speed at which we fly forward
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float speed = 10.0f/9.0f;
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// We're either drawing lines or circles
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bool drawLines = true;
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Vector3 stars[STAR_COUNT] = { 0 };
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Vector2 starsScreenPos[STAR_COUNT] = { 0 };
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// Setup the stars with a random position
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for (int i = 0; i < STAR_COUNT; i++)
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{
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stars[i].x = GetRandomValue(-screenWidth*0.5f, screenWidth*0.5f);
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stars[i].y = GetRandomValue(-screenHeight*0.5f, screenHeight*0.5f);
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stars[i].z = 1.0f;
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}
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Change speed based on mouse
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float mouseMove = GetMouseWheelMove();
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if ((int)mouseMove != 0) speed += 2.0f*mouseMove/9.0f;
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if (speed < 0.0f) speed = 0.1f;
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else if (speed > 2.0f) speed = 2.0f;
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// Toggle lines / points with space bar
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if (IsKeyPressed(KEY_SPACE)) drawLines = !drawLines;
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float dt = GetFrameTime();
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for (int i = 0; i < STAR_COUNT; i++)
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{
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// Update star's timer
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stars[i].z -= dt*speed;
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// Calculate the screen position
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starsScreenPos[i] = (Vector2){
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screenWidth*0.5f + stars[i].x/stars[i].z,
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screenHeight*0.5f + stars[i].y/stars[i].z,
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};
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// If the star is too old, or offscreen, it dies and we make a new random one
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if ((stars[i].z < 0.0f) || (starsScreenPos[i].x < 0) || (starsScreenPos[i].y < 0.0f) ||
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(starsScreenPos[i].x > screenWidth) || (starsScreenPos[i].y > screenHeight))
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{
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stars[i].x = GetRandomValue(-screenWidth*0.5f, screenWidth*0.5f);
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stars[i].y = GetRandomValue(-screenHeight*0.5f, screenHeight*0.5f);
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stars[i].z = 1.0f;
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}
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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(bgColor);
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for (int i = 0; i < STAR_COUNT; i++)
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{
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if (drawLines)
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{
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// Get the time a little while ago for this star, but clamp it
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float t = Clamp(stars[i].z + 1.0f/32.0f, 0.0f, 1.0f);
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// If it's different enough from the current time, we proceed
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if ((t - stars[i].z) > 1e-3)
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{
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// Calculate the screen position of the old point
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Vector2 startPos = (Vector2){
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screenWidth*0.5f + stars[i].x/t,
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screenHeight*0.5f + stars[i].y/t,
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};
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// Draw a line connecting the old point to the current point
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DrawLineV(startPos, starsScreenPos[i], RAYWHITE);
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}
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}
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else
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{
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// Make the radius grow as the star ages
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float radius = Lerp(stars[i].z, 1.0f, 5.0f);
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// Draw the circle
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DrawCircleV(starsScreenPos[i], radius, RAYWHITE);
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}
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}
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DrawText(TextFormat("[MOUSE WHEEL] Current Speed: %.0f", 9.0f*speed/2.0f), 10, 40, 20, RAYWHITE);
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DrawText(TextFormat("[SPACE] Current draw mode: %s", drawLines ? "Lines" : "Circles"), 10, 70, 20, RAYWHITE);
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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(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/shapes/shapes_starfield_effect.png
Normal file
BIN
examples/shapes/shapes_starfield_effect.png
Normal file
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