/******************************************************************************************* * * raylib [shapes] example - shapes recursive tree * * Example complexity rating: [★★★☆] 3/4 * * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev * * Example contributed by Jopestpe (@jopestpe) * * 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) 2018-2025 Jopestpe (@jopestpe) * ********************************************************************************************/ #include "raylib.h" #include #define RAYGUI_IMPLEMENTATION #include "raygui.h" // Required for GUI controls float theta; float thick = 1.0f; float branchDecay = 0.66f; bool bezier = false; void Branch(Vector2 start, float length, float angle) { length *= branchDecay; if (length > 2) { Vector2 end = { start.x + length * sinf(angle), start.y - length * cosf(angle) }; if(!bezier) DrawLineEx(start, end, thick, RED); else DrawLineBezier(start, end, thick, RED); Branch(end, length, angle + theta); Branch(end, length, angle - theta); } } //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - shapes recursive tree"); Vector2 start = { (screenWidth / 2.0f) - 125, screenHeight }; Vector2 end = { (screenWidth / 2.0f) - 125, screenHeight - 120.0f }; float angle = 0.0f; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { float a = (angle / screenWidth) * 90.0f; theta = a * (PI / 180.0f); // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); // Draw GUI controls //------------------------------------------------------------------------------ GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.2f", angle), &angle, 0, 1600); GuiSliderBar((Rectangle){ 640, 70, 120, 20}, "Thick", TextFormat("%.2f", thick), &thick, 1, 8); GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Branch Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f); GuiCheckBox((Rectangle){ 640, 130, 20, 20 }, "Bezier", &bezier); //------------------------------------------------------------------------------ DrawLineEx(start, end, thick, RED); Branch(end, 120.0f, 0.0f); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }