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diff --git a/deps/raylib/examples/textures/textures_sprite_explosion.c b/deps/raylib/examples/textures/textures_sprite_explosion.c
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+/*******************************************************************************************
+*
+* raylib [textures] example - sprite explosion
+*
+* Example originally created with raylib 2.5, last time updated with raylib 3.5
+*
+* 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) 2019-2024 Anata and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define NUM_FRAMES_PER_LINE 5
+#define NUM_LINES 5
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
+
+ InitAudioDevice();
+
+ // Load explosion sound
+ Sound fxBoom = LoadSound("resources/boom.wav");
+
+ // Load explosion texture
+ Texture2D explosion = LoadTexture("resources/explosion.png");
+
+ // Init variables for animation
+ float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
+ float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
+ int currentFrame = 0;
+ int currentLine = 0;
+
+ Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
+ Vector2 position = { 0.0f, 0.0f };
+
+ bool active = false;
+ int framesCounter = 0;
+
+ 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
+ //----------------------------------------------------------------------------------
+
+ // Check for mouse button pressed and activate explosion (if not active)
+ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !active)
+ {
+ position = GetMousePosition();
+ active = true;
+
+ position.x -= frameWidth/2.0f;
+ position.y -= frameHeight/2.0f;
+
+ PlaySound(fxBoom);
+ }
+
+ // Compute explosion animation frames
+ if (active)
+ {
+ framesCounter++;
+
+ if (framesCounter > 2)
+ {
+ currentFrame++;
+
+ if (currentFrame >= NUM_FRAMES_PER_LINE)
+ {
+ currentFrame = 0;
+ currentLine++;
+
+ if (currentLine >= NUM_LINES)
+ {
+ currentLine = 0;
+ active = false;
+ }
+ }
+
+ framesCounter = 0;
+ }
+ }
+
+ frameRec.x = frameWidth*currentFrame;
+ frameRec.y = frameHeight*currentLine;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw explosion required frame rectangle
+ if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(explosion); // Unload texture
+ UnloadSound(fxBoom); // Unload sound
+
+ CloseAudioDevice();
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file