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+/*******************************************************************************************
+*
+* raylib [shapes] example - easings rectangle array
+*
+* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
+* the library to same directory as example or make sure it's available on include path.
+*
+* Example originally created with raylib 2.0, 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) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "reasings.h" // Required for easing functions
+
+#define RECS_WIDTH 50
+#define RECS_HEIGHT 50
+
+#define MAX_RECS_X 800/RECS_WIDTH
+#define MAX_RECS_Y 450/RECS_HEIGHT
+
+#define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
+
+ Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
+
+ for (int y = 0; y < MAX_RECS_Y; y++)
+ {
+ for (int x = 0; x < MAX_RECS_X; x++)
+ {
+ recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2.0f + RECS_WIDTH*x;
+ recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2.0f + RECS_HEIGHT*y;
+ recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
+ recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
+ }
+ }
+
+ float rotation = 0.0f;
+ int framesCounter = 0;
+ int state = 0; // Rectangles animation state: 0-Playing, 1-Finished
+
+ 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
+ //----------------------------------------------------------------------------------
+ if (state == 0)
+ {
+ framesCounter++;
+
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ recs[i].height = EaseCircOut((float)framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
+ recs[i].width = EaseCircOut((float)framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
+
+ if (recs[i].height < 0) recs[i].height = 0;
+ if (recs[i].width < 0) recs[i].width = 0;
+
+ if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing
+
+ rotation = EaseLinearIn((float)framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
+ }
+ }
+ else if ((state == 1) && IsKeyPressed(KEY_SPACE))
+ {
+ // When animation has finished, press space to restart
+ framesCounter = 0;
+
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ recs[i].height = RECS_HEIGHT;
+ recs[i].width = RECS_WIDTH;
+ }
+
+ state = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (state == 0)
+ {
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
+ }
+ }
+ else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file