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#include <stdlib.h>
#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() {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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();
config.SCREEN_WIDTH = GetScreenWidth();
config.SCREEN_HEIGHT = GetScreenHeight();
config.ORIGIN_X = config.SCREEN_WIDTH / 2;
config.ORIGIN_Y = config.SCREEN_HEIGHT / 2;
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();
}
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