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Add shapes_following_eyes raylib example #42

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129 changes: 129 additions & 0 deletions examples/shapes_following_eyes.c
Original file line number Diff line number Diff line change
@@ -0,0 +1,129 @@
/*******************************************************************************************
*
* raylib [textures] example - Texture loading and drawing
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* 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) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"
#include "math.h"

void raylib_js_set_entry(void (*entry)(void));

Vector2 scleraLeftPosition;
Vector2 scleraRightPosition;
float scleraRadius;

Vector2 irisLeftPosition;
Vector2 irisRightPosition;
float irisRadius;

float angle;
float dx, dy, dxx, dyy;

void GameFrame() {
// Update
//----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition();
irisRightPosition = GetMousePosition();

// Check not inside the left eye sclera
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius))
{
dx = irisLeftPosition.x - scleraLeftPosition.x;
dy = irisLeftPosition.y - scleraLeftPosition.y;

angle = atan2f(dy, dx);

dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);

irisLeftPosition.x = scleraLeftPosition.x + dxx;
irisLeftPosition.y = scleraLeftPosition.y + dyy;
}

// Check not inside the right eye sclera
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius))
{
dx = irisRightPosition.x - scleraRightPosition.x;
dy = irisRightPosition.y - scleraRightPosition.y;

angle = atan2f(dy, dx);

dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);

irisRightPosition.x = scleraRightPosition.x + dxx;
irisRightPosition.y = scleraRightPosition.y + dyy;
}
//----------------------------------------------------------------------------------

// Draw
//----------------------------------------------------------------------------------
BeginDrawing();

ClearBackground(RAYWHITE);

DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisLeftPosition, irisRadius, BROWN);
DrawCircleV(irisLeftPosition, 10, BLACK);

DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
DrawCircleV(irisRightPosition, 10, BLACK);

DrawFPS(10, 10);

EndDrawing();
//----------------------------------------------------------------------------------
}

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
const int screenWidth = 800;
const int screenHeight = 450;

InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");

scleraLeftPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
scleraRightPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
scleraRadius = 80;

irisLeftPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
irisRightPosition = CLITERAL(Vector2){ GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
irisRadius = 24;

angle = 0.0f;
float dx = 0.0f;
dy = 0.0f;
dxx = 0.0f;
dyy = 0.0f;

SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

#ifdef PLATFORM_WEB
raylib_js_set_entry(GameFrame);
#else
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
GameFrame();
}

// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
#endif
return 0;
}
2 changes: 1 addition & 1 deletion index.html
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@
const wasmPaths = {
"tsoding": ["tsoding_ball", "tsoding_snake",],
"core": ["core_basic_window", "core_basic_screen_manager", "core_input_keys", "core_input_mouse_wheel",],
"shapes": ["shapes_colors_palette"],
"shapes": ["shapes_colors_palette", "shapes_following_eyes"],
"text": ["text_writing_anim"],
"textures": ["textures_logo_raylib"],
}
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7 changes: 7 additions & 0 deletions nob.c
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,11 @@ Example examples[] = {
.bin_path = "./build/text_writing_anim",
.wasm_path = "./wasm/text_writing_anim.wasm",
},
{
.src_path = "./examples/shapes_following_eyes.c",
.bin_path = "./build/shapes_following_eyes",
.wasm_path = "./wasm/shapes_following_eyes.wasm",
},
};

bool build_native(void)
Expand All @@ -60,6 +65,7 @@ bool build_native(void)
nob_cmd_append(&cmd, "-L./lib/", "-lraylib", "-lm");
if (!nob_cmd_run_sync(cmd)) return 1;
}
return 0;
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we don't actually do anything with the return value. (yet)
It would be cool to have it reflect in main's return.

That way something like ./nob && build/shapes_following_eyes will not try to run the executable if the build fails.

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I think it would be a good idea to handle this. I was getting compiler errors and that's why I added that return statement.

}

bool build_wasm(void)
Expand All @@ -81,6 +87,7 @@ bool build_wasm(void)
nob_cmd_append(&cmd, "-DPLATFORM_WEB");
if (!nob_cmd_run_sync(cmd)) return 1;
}
return 0;
}

int main(int argc, char **argv)
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39 changes: 39 additions & 0 deletions raylib.js
Original file line number Diff line number Diff line change
Expand Up @@ -344,6 +344,45 @@ class RaylibJs {
this.ctx.fillText(text, posX, posY + fontSize);
}

DrawFPS(x, y){
// TODO: implement DrawFPS
}

CheckCollisionCircles(center1_ptr, radius1, center2_ptr, radius2) {
const buffer = this.wasm.instance.exports.memory.buffer;
const [c1x, c1y] = new Float32Array(buffer, center1_ptr, 2);
const [c2x, c2y] = new Float32Array(buffer, center2_ptr, 2);

var collision = false;

var dx = c2x - c1x; // X distance between centers
var dy = c2y - c1y; // Y distance between centers

var distance = Math.sqrt(dx*dx + dy*dy); // Distance between centers

if (distance <= (radius1 + radius2)) collision = true;

return collision;
}

CheckCollisionPointCircle(point_ptr, center_ptr, radius) {
var collision = false;
collision = this.CheckCollisionCircles(point_ptr, 0, center_ptr, radius);
return collision;
}

atan2f(x, y) {
return Math.atan2(x, y);
}

cosf(x) {
return Math.cos(x);
}

sinf(x) {
return Math.sin(x);
}

raylib_js_set_entry(entry) {
this.entryFunction = this.wasm.instance.exports.__indirect_function_table.get(entry);
}
Expand Down
Binary file added wasm/shapes_following_eyes.wasm
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