#include "raylib.h" #include "raymath.h" typedef struct Config { int SCREEN_WIDTH; int SCREEN_HEIGHT; int ORIGIN_X; int ORIGIN_Y; char TITLE[20]; int TARGET_FPS; } Config; Config config = { 1500, 900, 1500 / 2, 900 / 2, "Cool shit", 60 }; void doInitialization(); Vector2 toCenter(Vector2 vector); Vector2 toTopLeft(Vector2 vector); Vector2 angle2HeadingVector(float angle); typedef struct Object { Vector2 pos; float radius; Color color; float headingAngle; } Object; void doDrawing(Object *object); void doUpdate(Object *object); int main(void) { doInitialization(); Object object = { .pos = (Vector2) {0, 0}, .radius = 20.0f, .color = BLUE, .headingAngle = 90 }; while (!WindowShouldClose()) { doUpdate(&object); doDrawing(&object); } CloseWindow(); return 0; } void doInitialization() { InitWindow(config.SCREEN_WIDTH, config.SCREEN_HEIGHT, config.TITLE); SetTargetFPS(config.TARGET_FPS); } Vector2 toCenter(Vector2 vector) { // Used only for drawing, any other calculation using raylib style coordinate (0, 0) top left. x = left-right, y = top-bottom return (Vector2) { vector.x + (float)config.ORIGIN_X, (-1 * vector.y) + (float)config.ORIGIN_Y }; } Vector2 toTopLeft(Vector2 vector) { return (Vector2) { vector.x - (float)config.ORIGIN_X, (-1 * vector.y) - (float)config.ORIGIN_Y }; } Vector2 angle2HeadingVector(float angle) { // angle in degree angle = angle * (float)M_PI / 180; return (Vector2) { cosf(angle), sinf(angle) }; } void doUpdate(Object *object) { float dt = GetFrameTime(); } void doDrawing(Object *object) { BeginDrawing(); ClearBackground(BLACK); DrawCircleV(toCenter(object->pos), object->radius, object->color); EndDrawing(); }