| 1 | /******************************************************************************************* |
| 2 | * |
| 3 | * raylib [shapes] example - collision area |
| 4 | * |
| 5 | * This example has been created using raylib 2.5 (www.raylib.com) |
| 6 | * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
| 7 | * |
| 8 | * Copyright (c) 2013-2019 Ramon Santamaria (@raysan5) |
| 9 | * |
| 10 | ********************************************************************************************/ |
| 11 | |
| 12 | #include "raylib.h" |
| 13 | #include <stdlib.h> // Required for abs() |
| 14 | |
| 15 | int main(void) |
| 16 | { |
| 17 | // Initialization |
| 18 | //--------------------------------------------------------- |
| 19 | const int screenWidth = 800; |
| 20 | const int screenHeight = 450; |
| 21 | |
| 22 | InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area" ); |
| 23 | |
| 24 | // Box A: Moving box |
| 25 | Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 }; |
| 26 | int boxASpeedX = 4; |
| 27 | |
| 28 | // Box B: Mouse moved box |
| 29 | Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 }; |
| 30 | |
| 31 | Rectangle boxCollision = { 0 }; // Collision rectangle |
| 32 | |
| 33 | int screenUpperLimit = 40; // Top menu limits |
| 34 | |
| 35 | bool pause = false; // Movement pause |
| 36 | bool collision = false; // Collision detection |
| 37 | |
| 38 | SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
| 39 | //---------------------------------------------------------- |
| 40 | |
| 41 | // Main game loop |
| 42 | while (!WindowShouldClose()) // Detect window close button or ESC key |
| 43 | { |
| 44 | // Update |
| 45 | //----------------------------------------------------- |
| 46 | // Move box if not paused |
| 47 | if (!pause) boxA.x += boxASpeedX; |
| 48 | |
| 49 | // Bounce box on x screen limits |
| 50 | if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1; |
| 51 | |
| 52 | // Update player-controlled-box (box02) |
| 53 | boxB.x = GetMouseX() - boxB.width/2; |
| 54 | boxB.y = GetMouseY() - boxB.height/2; |
| 55 | |
| 56 | // Make sure Box B does not go out of move area limits |
| 57 | if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width; |
| 58 | else if (boxB.x <= 0) boxB.x = 0; |
| 59 | |
| 60 | if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height; |
| 61 | else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit; |
| 62 | |
| 63 | // Check boxes collision |
| 64 | collision = CheckCollisionRecs(boxA, boxB); |
| 65 | |
| 66 | // Get collision rectangle (only on collision) |
| 67 | if (collision) boxCollision = GetCollisionRec(boxA, boxB); |
| 68 | |
| 69 | // Pause Box A movement |
| 70 | if (IsKeyPressed(KEY_SPACE)) pause = !pause; |
| 71 | //----------------------------------------------------- |
| 72 | |
| 73 | // Draw |
| 74 | //----------------------------------------------------- |
| 75 | BeginDrawing(); |
| 76 | |
| 77 | ClearBackground(RAYWHITE); |
| 78 | |
| 79 | DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK); |
| 80 | |
| 81 | DrawRectangleRec(boxA, GOLD); |
| 82 | DrawRectangleRec(boxB, BLUE); |
| 83 | |
| 84 | if (collision) |
| 85 | { |
| 86 | // Draw collision area |
| 87 | DrawRectangleRec(boxCollision, LIME); |
| 88 | |
| 89 | // Draw collision message |
| 90 | DrawText("COLLISION!" , GetScreenWidth()/2 - MeasureText("COLLISION!" , 20)/2, screenUpperLimit/2 - 10, 20, BLACK); |
| 91 | |
| 92 | // Draw collision area |
| 93 | DrawText(FormatText("Collision Area: %i" , (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK); |
| 94 | } |
| 95 | |
| 96 | DrawFPS(10, 10); |
| 97 | |
| 98 | EndDrawing(); |
| 99 | //----------------------------------------------------- |
| 100 | } |
| 101 | |
| 102 | // De-Initialization |
| 103 | //--------------------------------------------------------- |
| 104 | CloseWindow(); // Close window and OpenGL context |
| 105 | //---------------------------------------------------------- |
| 106 | |
| 107 | return 0; |
| 108 | } |