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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/shapes/shapes_collision_area.c
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+/*******************************************************************************************
+*
+* raylib [shapes] example - collision area
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* 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) 2013-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: abs()
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //---------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
+
+ // Box A: Moving box
+ Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
+ int boxASpeedX = 4;
+
+ // Box B: Mouse moved box
+ Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
+
+ Rectangle boxCollision = { 0 }; // Collision rectangle
+
+ int screenUpperLimit = 40; // Top menu limits
+
+ bool pause = false; // Movement pause
+ bool collision = false; // Collision detection
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //----------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //-----------------------------------------------------
+ // Move box if not paused
+ if (!pause) boxA.x += boxASpeedX;
+
+ // Bounce box on x screen limits
+ if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
+
+ // Update player-controlled-box (box02)
+ boxB.x = GetMouseX() - boxB.width/2;
+ boxB.y = GetMouseY() - boxB.height/2;
+
+ // Make sure Box B does not go out of move area limits
+ if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
+ else if (boxB.x <= 0) boxB.x = 0;
+
+ if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
+ else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit;
+
+ // Check boxes collision
+ collision = CheckCollisionRecs(boxA, boxB);
+
+ // Get collision rectangle (only on collision)
+ if (collision) boxCollision = GetCollisionRec(boxA, boxB);
+
+ // Pause Box A movement
+ if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+ //-----------------------------------------------------
+
+ // Draw
+ //-----------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
+
+ DrawRectangleRec(boxA, GOLD);
+ DrawRectangleRec(boxB, BLUE);
+
+ if (collision)
+ {
+ // Draw collision area
+ DrawRectangleRec(boxCollision, LIME);
+
+ // Draw collision message
+ DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
+
+ // Draw collision area
+ DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
+ }
+
+ // Draw help instructions
+ DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, LIGHTGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //-----------------------------------------------------
+ }
+
+ // De-Initialization
+ //---------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //----------------------------------------------------------
+
+ return 0;
+}