/******************************************************************************************* * * raylib [shapes] example - Kaleidoscope * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.5, last time updated with raylib 5.6 * * Example contributed by Hugo ARNAL (@hugoarnal) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2025-2025 Hugo ARNAL (@hugoarnal) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - Kaleidoscope"); int symmetry = 6; float angle = 360.0f / (float)symmetry; float thickness = 3.0f; Vector2 prevMousePos = { 0 }; SetTargetFPS(60); ClearBackground(BLACK); Vector2 offset = {(float)screenWidth / 2.0f, (float)screenHeight / 2.0f}; Camera2D camera = { 0 }; camera.target = (Vector2){ 0 }; camera.offset = offset; camera.rotation = 0.0f; camera.zoom = 1.0f; //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- Vector2 mousePos = GetMousePosition(); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); BeginMode2D(camera); Vector2 lineStart = Vector2Subtract(mousePos, offset); Vector2 lineEnd = Vector2Subtract(prevMousePos, offset); if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { for (int i = 0; i < symmetry; i++) { lineStart = Vector2Rotate(lineStart, angle * DEG2RAD); lineEnd = Vector2Rotate(lineEnd, angle * DEG2RAD); DrawLineEx(lineStart, lineEnd, thickness, WHITE); Vector2 scaleVector = {1.0f, -1.0f}; Vector2 reflectLineStart = Vector2Multiply(lineStart, scaleVector); Vector2 reflectLineEnd = Vector2Multiply(lineEnd, scaleVector); DrawLineEx(reflectLineStart, reflectLineEnd, thickness, WHITE); } } prevMousePos = mousePos; EndMode2D(); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }