extern crate raylib;
use raylib::prelude::*;
use raylib::prelude::KeyboardKey::*;
use raylib::ffi::CheckCollisionRecs;
fn main() {
let screen_width = 800.0;
let screen_height = 600.0;
let (mut rl, thread) = raylib::init()
.size(screen_width as i32, screen_height as i32)
.title("Simple shooter")
.build();
//hero ship
let speed = 4.0;
let ship_size_width = 50;
let ship_size_height = 75;
let mut ship_position = Vector2 {
x: screen_width / 2.0,
y: screen_height - ship_size_height as f32,
};
let mut ship_rectangle = Rectangle {
width: ship_size_width as f32,
height: ship_size_height as f32,
x: ship_position.x,
y: ship_position.y,
};
// graphics load hero ship
let mut image_hero_ship = Image::load_image("resources/hero_ship.png");
let i=image_hero_ship.as_mut().unwrap();
Image::image_resize(i, 50, 75);
let mut hero_ship = rl.load_texture_from_image(&thread, i);
let hs=hero_ship.as_mut().unwrap();
//bad dude ship
let baddude_speed = 4.0;
let baddude_ship_size_width = 75;
let baddude_ship_size_height = 50;
let mut baddude_ship_position = Vector2 {
x: 0.0,
y: 20.0 + baddude_ship_size_height as f32,
};
let mut baddude_ship_rectangle = Rectangle {
width: baddude_ship_size_width as f32,
height: baddude_ship_size_height as f32,
x: baddude_ship_position.x,
y: baddude_ship_position.y,
};
// graphics load bad dude ship
let mut image_baddude_ship = Image::load_image("resources/ufo1.png");
let bi=image_hero_ship.as_mut().unwrap();
Image::image_resize(bi, baddude_ship_size_width, baddude_ship_size_height);
let mut baddude_ship = rl.load_texture_from_image(&thread, bi);
let bs=baddude_ship.as_mut().unwrap();
rl.set_target_fps(60); // Set our game to run at 60 frames-per-second
while !rl.window_should_close() {
// beging drawing operations
let mut d = rl.begin_drawing(&thread);
d.clear_background(Color::BLACK);
// control the hero ship
if d.is_key_down(KEY_RIGHT)
&& ship_position.x < screen_width as f32 - ship_size_width as f32
{
ship_position.x += speed;
}
if d.is_key_down(KEY_LEFT) && ship_position.x > 0.0 {
ship_position.x -= speed;
}
if d.is_key_down(KEY_UP) && ship_position.y > 30.0 {
ship_position.y -= speed;
}
if d.is_key_down(KEY_DOWN)
&& ship_position.y < screen_height as f32 - ship_size_height as f32
{
ship_position.y += speed;
}
// lets make the bad dude move
if baddude_speed as i32 > 0
&& baddude_ship_position.x as i32 + (baddude_speed as i32) < screen_width as i32
{
baddude_ship_position.x += baddude_speed
} else {
baddude_ship_position.x = 0.0 - baddude_ship_size_width as f32;
}
// draw the baddude ship
d.draw_texture(
&bs,
baddude_ship_position.x as i32,
baddude_ship_position.y as i32,
Color::LIGHTGRAY,
);
// keep the collision rectangle up to date on baddude ship
baddude_ship_rectangle.x = baddude_ship_position.x;
baddude_ship_rectangle.y = baddude_ship_position.y;
// draw the hero ship
d.draw_texture(
&hs,
ship_position.x as i32,
ship_position.y as i32,
Color::LIGHTGRAY,
);
// keep the collision rectangle up to date on hero ship
ship_rectangle.x = ship_position.x;
ship_rectangle.y = ship_position.y;
// any collisions????
if my_check_collision_recs(ship_rectangle, baddude_ship_rectangle) {
// BOOOOM
d.draw_text("BOOM", 500, 10, 20, Color::LIGHTGRAY);
}
//scores...
d.draw_text("0", 10, 10, 20, Color::LIGHTGRAY);
}
}
pub fn my_check_collision_recs(rec1: Rectangle, rec2: Rectangle) -> bool {
if rec1.x < rec2.x + rec2.width &&
rec1.x + rec1.width > rec2.x &&
rec1.y < rec2.y + rec2.height &&
rec1.y + rec1.height > rec2.y
{
return true;
}
return false;
}
use raylib::prelude::GamepadNumber::*;
use raylib::prelude::*;
fn main() {
let screen_width = 800.0;
let screen_height = 450.0;
// there seems to be no SetConfigFlags() wrapped
// raylib::set_config_flags(FLAG_MSAA_4X_HINT);
let (mut rl, thread) = raylib::init()
.size(screen_width as i32, screen_height as i32)
.title("raylib [core] example - gamepad input")
.build();
rl.set_target_fps(60); // Set our game to run at 60 frames-per-second
while !rl.window_should_close() {
let mut d = rl.begin_drawing(&thread);
d.clear_background(Color::RAYWHITE);
if d.is_gamepad_available(GAMEPAD_PLAYER1 as u32) {
d.draw_text(
&format!("GP1: {:?}", d.get_gamepad_name(GAMEPAD_PLAYER1 as u32)),
10,
10,
10,
Color::BLACK,
);
d.draw_text(
&format!(
"DETECTED AXIS [{}]:",
d.get_gamepad_axis_count(GAMEPAD_PLAYER1 as u32)
),
10,
50,
10,
Color::MAROON,
);
for i in 0..d.get_gamepad_axis_count(GAMEPAD_PLAYER1 as u32) {
d.draw_text(
&format!(
"AXIS {}: {}",
i,
d.get_gamepad_axis_movement(GAMEPAD_PLAYER1 as u32, i as u32)
),
20,
70 + 20 * i,
10,
Color::DARKGRAY,
);
}
d.draw_text(
&format!("DETECTED BUTTON: {:?}", d.get_gamepad_button_pressed()),
10,
430,
10,
Color::RED,
);
} else {
d.draw_text("GP1: NOT DETECTED", 10, 10, 10, Color::GRAY);
}
}
}
#include "raylib.h"
int main(void)
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
int boxPositionY = screenHeight/2 - 40;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
while (!WindowShouldClose()) // Detect window close button or ESC key
{
boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
EndDrawing();
}
CloseWindow(); // Close window and OpenGL context
return 0;
}
use raylib::prelude::*;
fn main() {
let screen_width = 800;
let screen_height = 450;
let (mut rl, thread) = raylib::init()
.size(screen_width, screen_height)
.title("raylib [core] example - input mouse wheel")
.build();
let mut box_position_y = screen_height / 2 - 40;
let scroll_speed = 4;
rl.set_target_fps(60); // Set our game to run at 60 frames-per-second
while !rl.window_should_close() {
box_position_y -= rl.get_mouse_wheel_move() * scroll_speed;
let mut d = rl.begin_drawing(&thread);
d.clear_background(Color::RAYWHITE);
d.draw_rectangle(screen_width / 2 - 40, box_position_y, 80, 80, Color::MAROON);
d.draw_text(
"Use mouse wheel to move the cube up and down!",
10,
10,
20,
Color::DARKGRAY,
);
d.draw_text(
&format!("Box position Y: {}", box_position_y), // this is the rust equivalent to FormatText()
10,
40,
20,
Color::LIGHTGRAY,
);
}
}
#include "raylib.h"
int main(void)
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = DARKBLUE;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
while (!WindowShouldClose()) // Detect window close button or ESC key
{
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, 40, ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
return 0;
}
use raylib::prelude::MouseButton::*;
use raylib::prelude::*;
fn main() {
let screen_width = 800.0;
let screen_height = 450.0;
let (mut rl, thread) = raylib::init()
.size(screen_width as i32, screen_height as i32)
.title("Raylib [core] example - mouse input")
.build();
let mut ball_color = Color::DARKBLUE;
rl.set_target_fps(60); // Set our game to run at 60 frames-per-second
while !rl.window_should_close() {
if rl.is_mouse_button_pressed(MOUSE_LEFT_BUTTON) {
ball_color = Color::MAROON;
} else if rl.is_mouse_button_pressed(MOUSE_MIDDLE_BUTTON) {
ball_color = Color::LIME;
} else if rl.is_mouse_button_pressed(MOUSE_RIGHT_BUTTON) {
ball_color = Color::DARKBLUE;
}
let mut d = rl.begin_drawing(&thread);
d.clear_background(Color::RAYWHITE);
d.draw_text(
"move ball with mouse and click mouse button to change color",
10,
10,
20,
Color::DARKGRAY,
);
d.draw_circle_v(d.get_mouse_position(), 50.0, ball_color);
}
}
#include "raylib.h"
int main(void)
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
while (!WindowShouldClose()) // Detect window close button or ESC key
{
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 50, MAROON);
EndDrawing();
}
CloseWindow(); // Close window and OpenGL context
return 0;
}
use raylib::prelude::KeyboardKey::*;
use raylib::prelude::*;
fn main() {
let screen_width = 800.0;
let screen_height = 450.0;
let (mut rl, thread) = raylib::init()
.size(screen_width as i32, screen_height as i32)
.title("raylib [core] example - keyboard input")
.build();
let mut ball_position = Vector2 {
x: screen_width / 2.0,
y: screen_height / 2.0,
};
rl.set_target_fps(60); // Set our game to run at 60 frames-per-second
while !rl.window_should_close() {
if rl.is_key_down(KEY_RIGHT) {
ball_position.x += 2.0;
}
if rl.is_key_down(KEY_LEFT) {
ball_position.x -= 2.0;
}
if rl.is_key_down(KEY_UP) {
ball_position.y -= 2.0;
}
if rl.is_key_down(KEY_DOWN) {
ball_position.y += 2.0;
}
let mut d = rl.begin_drawing(&thread);
d.clear_background(Color::RAYWHITE);
d.draw_text("move the ball with arrow keys", 10, 10, 20, Color::DARKGRAY);
d.draw_circle_v(ball_position, 50.0, Color::MAROON);
}
}