#include #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 = { 800, 600, 800 / 2, 600 / 2, "Gw bikin apaan sih", 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; float distanceTraveled; } 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, .distanceTraveled = 0 }; 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(); float speed = 500.0f; if (object->distanceTraveled <= 100) { float nextPosDistance = speed * dt; object->distanceTraveled += nextPosDistance; Vector2 headingVector = angle2HeadingVector(object->headingAngle); Vector2 nextPos = Vector2Add(Vector2Scale(headingVector, nextPosDistance), object->pos); if (nextPos.x - object->radius < -1 * (float)config.SCREEN_WIDTH / 2) nextPos.x = -1 * ((float)config.SCREEN_WIDTH / 2) + object->radius; if (nextPos.x + object->radius > (float)config.SCREEN_WIDTH / 2) nextPos.x = ((float)config.SCREEN_WIDTH / 2) - object->radius; if (nextPos.y - object->radius < -1 * (float)config.SCREEN_HEIGHT / 2) nextPos.y = -1 * ((float)config.SCREEN_HEIGHT / 2) + object->radius; if (nextPos.y + object->radius > (float)config.SCREEN_HEIGHT / 2) nextPos.y = ((float)config.SCREEN_HEIGHT / 2) - object->radius; object->pos = nextPos; } else { object->headingAngle = fmodf(object->headingAngle + 15, 360.0f); object->headingAngle = (float)rand()/(float)(RAND_MAX/360); object->distanceTraveled = 0; } } void doDrawing(Object *object) { BeginDrawing(); ClearBackground(BLACK); DrawCircleV(toCenter(object->pos), object->radius, object->color); DrawText(TextFormat("Heading: %f", object->headingAngle), 50, 50, 20, RED); EndDrawing(); }