Merge branch 'master' of github.com:royqh1979/RedPanda-CPP

This commit is contained in:
Roy Qu 2022-06-14 09:10:13 +08:00
commit 3e4361777b
33 changed files with 2941 additions and 17 deletions

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@ -15,6 +15,8 @@ Red Panda C++ Version 1.1.0
- fix: can't remove a shortcut - fix: can't remove a shortcut
- enhancement: hide all menu actions in the option dialog's shortcut panel - enhancement: hide all menu actions in the option dialog's shortcut panel
- enhancement: add 'run all problem cases' / 'run current problem case' / 'batch set cases' to the option dialog's shortcut panel - enhancement: add 'run all problem cases' / 'run current problem case' / 'batch set cases' to the option dialog's shortcut panel
- enhancement: more templates for raylib
- fix: compiler settings not correctly saved
Red Panda C++ Version 1.0.10 Red Panda C++ Version 1.0.10
- fix: modify watch doesn't work - fix: modify watch doesn't work

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@ -1064,7 +1064,7 @@ void MainWindow::updateShortcuts()
{ {
ShortcutManager manager; ShortcutManager manager;
manager.load(); manager.load();
manager.applyTo(findChildren<QAction*>()); manager.applyTo(listShortCutableActions());
} }
QPlainTextEdit *MainWindow::txtLocals() QPlainTextEdit *MainWindow::txtLocals()
@ -2263,10 +2263,12 @@ void MainWindow::buildContextMenus()
this, &MainWindow::onLstProblemSetContextMenu); this, &MainWindow::onLstProblemSetContextMenu);
mProblem_Properties = createActionFor( mProblem_Properties = createActionFor(
tr("Properties..."), tr("Properties..."),
ui->lstProblemSet this
); );
mProblem_Properties->setObjectName("actionProbelm_Properties");
connect(mProblem_Properties, &QAction::triggered, this, connect(mProblem_Properties, &QAction::triggered, this,
&MainWindow::onProblemProperties); &MainWindow::onProblemProperties);
mProblem_OpenSource=createActionFor( mProblem_OpenSource=createActionFor(
tr("Open Source File"), tr("Open Source File"),
ui->lstProblemSet ui->lstProblemSet
@ -2280,19 +2282,24 @@ void MainWindow::buildContextMenus()
this, &MainWindow::onTableProblemCasesContextMenu); this, &MainWindow::onTableProblemCasesContextMenu);
mProblem_RunAllCases = createActionFor( mProblem_RunAllCases = createActionFor(
tr("Run All Cases"), tr("Run All Cases"),
ui->tblProblemCases this
); );
mProblem_RunAllCases->setObjectName("Problem_RunAllCases");
connect(mProblem_RunAllCases, &QAction::triggered, this, connect(mProblem_RunAllCases, &QAction::triggered, this,
&MainWindow::on_btnRunAllProblemCases_clicked); &MainWindow::on_btnRunAllProblemCases_clicked);
mProblem_RunCurrentCase = createActionFor( mProblem_RunCurrentCase = createActionFor(
tr("Run Current Case"), tr("Run Current Case"),
ui->tblProblemCases this
); );
mProblem_RunCurrentCase->setObjectName("Problem_RunCurrentCases");
connect(mProblem_RunCurrentCase, &QAction::triggered, this, connect(mProblem_RunCurrentCase, &QAction::triggered, this,
&MainWindow::onProblemRunCurrentCase); &MainWindow::onProblemRunCurrentCase);
mProblem_batchSetCases = createActionFor( mProblem_batchSetCases = createActionFor(
tr("Batch Set Cases"), tr("Batch Set Cases"),
ui->tblProblemCases); this);
mProblem_batchSetCases->setObjectName("Problem_BatchSetCases");
connect(mProblem_batchSetCases, &QAction::triggered, this, connect(mProblem_batchSetCases, &QAction::triggered, this,
&MainWindow::onProblemBatchSetCases); &MainWindow::onProblemBatchSetCases);
@ -3288,12 +3295,16 @@ void MainWindow::onProblemNameChanged(int index)
void MainWindow::onProblemRunCurrentCase() void MainWindow::onProblemRunCurrentCase()
{ {
if (!ui->tblProblemCases->currentIndex().isValid())
return;
showHideMessagesTab(ui->tabProblem,ui->actionProblem);
applyCurrentProblemCaseChanges(); applyCurrentProblemCaseChanges();
runExecutable(RunType::CurrentProblemCase); runExecutable(RunType::CurrentProblemCase);
} }
void MainWindow::onProblemBatchSetCases() void MainWindow::onProblemBatchSetCases()
{ {
showHideMessagesTab(ui->tabProblem,ui->actionProblem);
if (mOJProblemModel.count()>0 && QMessageBox::question(this,tr("Batch Set Cases"), if (mOJProblemModel.count()>0 && QMessageBox::question(this,tr("Batch Set Cases"),
tr("This operation will remove all cases for the current problem.") tr("This operation will remove all cases for the current problem.")
+"<br />" +"<br />"
@ -3550,6 +3561,7 @@ void MainWindow::onFilesViewRename() {
void MainWindow::onProblemProperties() void MainWindow::onProblemProperties()
{ {
showHideMessagesTab(ui->tabProblem,ui->actionProblem);
QModelIndex idx = ui->lstProblemSet->currentIndex(); QModelIndex idx = ui->lstProblemSet->currentIndex();
if (!idx.isValid()) if (!idx.isValid())
return; return;
@ -6891,7 +6903,10 @@ void MainWindow::on_btnAddProblemCase_clicked()
} }
void MainWindow::on_btnRunAllProblemCases_clicked() void MainWindow::on_btnRunAllProblemCases_clicked()
{ {
if (mOJProblemModel.count()<=0)
return;
showHideMessagesTab(ui->tabProblem,ui->actionProblem);
applyCurrentProblemCaseChanges(); applyCurrentProblemCaseChanges();
runExecutable(RunType::ProblemCases); runExecutable(RunType::ProblemCases);
} }
@ -6935,10 +6950,6 @@ bool MainWindow::openningFiles() const
QList<QAction *> MainWindow::listShortCutableActions() QList<QAction *> MainWindow::listShortCutableActions()
{ {
QList<QAction*> actions = findChildren<QAction *>(QString(), Qt::FindDirectChildrenOnly); QList<QAction*> actions = findChildren<QAction *>(QString(), Qt::FindDirectChildrenOnly);
actions.append(mProblem_RunAllCases);
actions.append(mProblem_RunCurrentCase);
actions.append(mProblem_batchSetCases);
actions.append(mProblem_Properties);
return actions; return actions;
} }

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@ -2682,6 +2682,9 @@ void Settings::CompilerSets::saveSet(int index)
savePath("profiler", pSet->profiler()); savePath("profiler", pSet->profiler());
mSettings->mSettings.remove("Options"); mSettings->mSettings.remove("Options");
foreach(const PCompilerOption& option, pCompilerInfoManager->getCompilerOptions(pSet->compilerType())) {
mSettings->mSettings.remove(option->key);
}
// Save option string // Save option string
for (const QString& optionKey : pSet->compileOptions().keys()) { for (const QString& optionKey : pSet->compileOptions().keys()) {
mSettings->mSettings.setValue(optionKey, pSet->compileOptions().value(optionKey)); mSettings->mSettings.setValue(optionKey, pSet->compileOptions().value(optionKey));

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@ -110,7 +110,7 @@
<item> <item>
<widget class="QTabWidget" name="settingTabs"> <widget class="QTabWidget" name="settingTabs">
<property name="currentIndex"> <property name="currentIndex">
<number>1</number> <number>0</number>
</property> </property>
<property name="movable"> <property name="movable">
<bool>false</bool> <bool>false</bool>

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@ -2,9 +2,9 @@
ver=2 ver=2
Name=raylib Name=raylib
Name[zh_CN]=raylib Name[zh_CN]=raylib
Icon=raylib.ico Icon=raylib-game.ico
Description=A simple program using raylib ( https://raylib.com ) Description=A simple interactive animation using raylib ( https://raylib.com )
Description[zh_CN]=简单的raylib绘图程序 ( https://raylib.com ) Description[zh_CN]=简单的raylib交互动画 ( https://raylib.com )
Category=Multimedia Category=Multimedia
Category[zh_CN]=多媒体 Category[zh_CN]=多媒体

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@ -0,0 +1,20 @@
[Template]
ver=2
Name=snake
Name[zh_CN]=吞食蛇
Icon=raylib-snake.ico
Description=snake game using raylib ( https://raylib.com )
Description[zh_CN]=经典的吞食蛇游戏(基于raylib) ( https://raylib.com )
Category=Game
Category[zh_CN]=游戏
[Unit0]
CName=main.c
C=raylib_snake_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lraylib -lGL -lm -lpthread -ldl -lrt -lX11

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@ -0,0 +1,286 @@
/*******************************************************************************************
*
* raylib - classic game: snake
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SNAKE_LENGTH 256
#define SQUARE_SIZE 31
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Snake {
Vector2 position;
Vector2 size;
Vector2 speed;
Color color;
} Snake;
typedef struct Food {
Vector2 position;
Vector2 size;
bool active;
Color color;
} Food;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static int framesCounter = 0;
static bool gameOver = false;
static bool pause = false;
static Food fruit = { 0 };
static Snake snake[SNAKE_LENGTH] = { 0 };
static Vector2 snakePosition[SNAKE_LENGTH] = { 0 };
static bool allowMove = false;
static Vector2 offset = { 0 };
static int counterTail = 0;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: snake");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
framesCounter = 0;
gameOver = false;
pause = false;
counterTail = 1;
allowMove = false;
offset.x = screenWidth%SQUARE_SIZE;
offset.y = screenHeight%SQUARE_SIZE;
for (int i = 0; i < SNAKE_LENGTH; i++)
{
snake[i].position = (Vector2){ offset.x/2, offset.y/2 };
snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
snake[i].speed = (Vector2){ SQUARE_SIZE, 0 };
if (i == 0) snake[i].color = DARKBLUE;
else snake[i].color = BLUE;
}
for (int i = 0; i < SNAKE_LENGTH; i++)
{
snakePosition[i] = (Vector2){ 0.0f, 0.0f };
}
fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
fruit.color = SKYBLUE;
fruit.active = false;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player control
if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove)
{
snake[0].speed = (Vector2){ SQUARE_SIZE, 0 };
allowMove = false;
}
if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove)
{
snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 };
allowMove = false;
}
if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove)
{
snake[0].speed = (Vector2){ 0, -SQUARE_SIZE };
allowMove = false;
}
if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove)
{
snake[0].speed = (Vector2){ 0, SQUARE_SIZE };
allowMove = false;
}
// Snake movement
for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position;
if ((framesCounter%5) == 0)
{
for (int i = 0; i < counterTail; i++)
{
if (i == 0)
{
snake[0].position.x += snake[0].speed.x;
snake[0].position.y += snake[0].speed.y;
allowMove = true;
}
else snake[i].position = snakePosition[i-1];
}
}
// Wall behaviour
if (((snake[0].position.x) > (screenWidth - offset.x)) ||
((snake[0].position.y) > (screenHeight - offset.y)) ||
(snake[0].position.x < 0) || (snake[0].position.y < 0))
{
gameOver = true;
}
// Collision with yourself
for (int i = 1; i < counterTail; i++)
{
if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = true;
}
// Fruit position calculation
if (!fruit.active)
{
fruit.active = true;
fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
for (int i = 0; i < counterTail; i++)
{
while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y))
{
fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
i = 0;
}
}
}
// Collision
if ((snake[0].position.x < (fruit.position.x + fruit.size.x) && (snake[0].position.x + snake[0].size.x) > fruit.position.x) &&
(snake[0].position.y < (fruit.position.y + fruit.size.y) && (snake[0].position.y + snake[0].size.y) > fruit.position.y))
{
snake[counterTail].position = snakePosition[counterTail - 1];
counterTail += 1;
fruit.active = false;
}
framesCounter++;
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw grid lines
for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++)
{
DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY);
}
for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++)
{
DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY);
}
// Draw snake
for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color);
// Draw fruit to pick
DrawRectangleV(fruit.position, fruit.size, fruit.color);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}

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@ -0,0 +1,20 @@
[Template]
ver=2
Name=Tetris
Name[zh_CN]=俄罗斯方块
Icon=raylib-tetris.ico
Description=Tetris game using raylib ( https://raylib.com )
Description[zh_CN]=经典的俄罗斯方块游戏(基于raylib) ( https://raylib.com )
Category=Game
Category[zh_CN]=游戏
[Unit0]
CName=main.c
C=raylib_tetris_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lraylib -lGL -lm -lpthread -ldl -lrt -lX11

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@ -0,0 +1,791 @@
/*******************************************************************************************
*
* raylib - classic game: tetris
*
* Sample game developed by Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SQUARE_SIZE 20
#define GRID_HORIZONTAL_SIZE 12
#define GRID_VERTICAL_SIZE 20
#define LATERAL_SPEED 10
#define TURNING_SPEED 12
#define FAST_FALL_AWAIT_COUNTER 30
#define FADING_TIME 33
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
// Matrices
static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE];
static GridSquare piece [4][4];
static GridSquare incomingPiece [4][4];
// Theese variables keep track of the active piece position
static int piecePositionX = 0;
static int piecePositionY = 0;
// Game parameters
static Color fadingColor;
//static int fallingSpeed; // In frames
static bool beginPlay = true; // This var is only true at the begining of the game, used for the first matrix creations
static bool pieceActive = false;
static bool detection = false;
static bool lineToDelete = false;
// Statistics
static int level = 1;
static int lines = 0;
// Counters
static int gravityMovementCounter = 0;
static int lateralMovementCounter = 0;
static int turnMovementCounter = 0;
static int fastFallMovementCounter = 0;
static int fadeLineCounter = 0;
// Based on level
static int gravitySpeed = 30;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
// Additional module functions
static bool Createpiece();
static void GetRandompiece();
static void ResolveFallingMovement(bool *detection, bool *pieceActive);
static bool ResolveLateralMovement();
static bool ResolveTurnMovement();
static void CheckDetection(bool *detection);
static void CheckCompletion(bool *lineToDelete);
static void DeleteCompleteLines();
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: tetris");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//--------------------------------------------------------------------------------------
// Game Module Functions Definition
//--------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
// Initialize game statistics
level = 1;
lines = 0;
fadingColor = GRAY;
piecePositionX = 0;
piecePositionY = 0;
pause = false;
beginPlay = true;
pieceActive = false;
detection = false;
lineToDelete = false;
// Counters
gravityMovementCounter = 0;
lateralMovementCounter = 0;
turnMovementCounter = 0;
fastFallMovementCounter = 0;
fadeLineCounter = 0;
gravitySpeed = 30;
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (!lineToDelete)
{
if (!pieceActive)
{
// Get another piece
pieceActive = Createpiece();
// We leave a little time before starting the fast falling down
fastFallMovementCounter = 0;
}
else // Piece falling
{
// Counters update
fastFallMovementCounter++;
gravityMovementCounter++;
lateralMovementCounter++;
turnMovementCounter++;
// We make sure to move if we've pressed the key this frame
if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED;
if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED;
// Fall down
if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER))
{
// We make sure the piece is going to fall this frame
gravityMovementCounter += gravitySpeed;
}
if (gravityMovementCounter >= gravitySpeed)
{
// Basic falling movement
CheckDetection(&detection);
// Check if the piece has collided with another piece or with the boundings
ResolveFallingMovement(&detection, &pieceActive);
// Check if we fullfilled a line and if so, erase the line and pull down the the lines above
CheckCompletion(&lineToDelete);
gravityMovementCounter = 0;
}
// Move laterally at player's will
if (lateralMovementCounter >= LATERAL_SPEED)
{
// Update the lateral movement and if success, reset the lateral counter
if (!ResolveLateralMovement()) lateralMovementCounter = 0;
}
// Turn the piece at player's will
if (turnMovementCounter >= TURNING_SPEED)
{
// Update the turning movement and reset the turning counter
if (ResolveTurnMovement()) turnMovementCounter = 0;
}
}
// Game over logic
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == FULL)
{
gameOver = true;
}
}
}
}
else
{
// Animation when deleting lines
fadeLineCounter++;
if (fadeLineCounter%8 < 4) fadingColor = MAROON;
else fadingColor = GRAY;
if (fadeLineCounter >= FADING_TIME)
{
DeleteCompleteLines();
fadeLineCounter = 0;
lineToDelete = false;
lines++;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw gameplay area
Vector2 offset;
offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
offset.y -= 50; // NOTE: Harcoded position!
int controller = offset.x;
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
// Draw each square of the grid
if (grid[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FULL)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == BLOCK)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FADING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor);
offset.x += SQUARE_SIZE;
}
}
offset.x = controller;
offset.y += SQUARE_SIZE;
}
// Draw incoming piece (hardcoded)
offset.x = 500;
offset.y = 45;
int controler = offset.x;
for (int j = 0; j < 4; j++)
{
for (int i = 0; i < 4; i++)
{
if (incomingPiece[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (incomingPiece[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
}
offset.x = controler;
offset.y += SQUARE_SIZE;
}
DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
DrawText(TextFormat("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static bool Createpiece()
{
piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2);
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
GetRandompiece();
beginPlay = false;
}
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one
GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
}
static void GetRandompiece()
{
int random = GetRandomValue(0, 6);
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch (random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
else // We move down the piece
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
static bool ResolveLateralMovement()
{
bool collision = false;
// Piece movement
if (IsKeyDown(KEY_LEFT)) // Move left
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}
else if (IsKeyDown(KEY_RIGHT)) // Move right
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
}
}
}
// If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
return collision;
}
static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
GridSquare aux;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) checker = true;
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true;
}
return false;
}
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletion(bool *lineToDelete)
{
int calculator = 0;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true;
calculator = 0;
// points++;
// Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines()
{
// Erase the completed line
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
while (grid[1][j] == FADING)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
grid[i][j] = EMPTY;
}
for (int j2 = j-1; j2 >= 0; j2--)
{
for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++)
{
if (grid[i2][j2] == FULL)
{
grid[i2][j2+1] = FULL;
grid[i2][j2] = EMPTY;
}
else if (grid[i2][j2] == FADING)
{
grid[i2][j2+1] = FADING;
grid[i2][j2] = EMPTY;
}
}
}
}
}
}

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[Template]
ver=2
Name=rdrawing
Name[zh_CN]=rdrawing
Icon=rdrawing.ico
Description=A simple 2d drawing app using raylib and rdrawing
Description[zh_CN]=基于raylib和rdrawing的2维绘图程序 (https://github.com/royqh1979/raylib-drawing)
Category=Multimedia
Category[zh_CN]=多媒体
[Unit0]
CName=main.c
C=rdrawing_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lrdrawing -lraylib -lGL -lm -lpthread -ldl -lrt -lX11

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@ -0,0 +1,48 @@
#include <raylib.h>
#include <rdrawing.h>
#include <math.h>
void paintstar(Image* pImage, double x, double y, double r, double a)
{
int vx[5];
int vy[5];
for (int i = 0; i < 5; ++i)
{
vx[i] = (int)( -cos( PI * 4 / 5 * i + a ) * r + x );
vy[i] = (int)( sin( PI * 4 / 5 * i + a) * r + y );
}
ImageFillPolygonEx(pImage,vx,vy,5,LIGHTRED);
ImageDrawPolygonEx(pImage,vx,vy,5,2,DARKBROWN);
}
int main() {
InitWindow(640,480,"rdrawing");
SetTraceLogLevel(LOG_WARNING);
SetTargetFPS(60);
Image img=GenImageColor(640,480,BLANK);
double r = 0;
while(!WindowShouldClose()) {
//update datas
r += 0.02;
if (r > PI * 2) r -= PI * 2;
//update image (in CPU)
ImageClearBackground(&img,BLANK);
paintstar(&img,320,240,200,r);
//Drawing in GPU
Texture texture = LoadTextureFromImage(img);
BeginDrawing();
ClearBackground(WHITE);
DrawTexture(texture,0,0,WHITE);
EndDrawing();
UnloadTexture(texture);
}
//Clean up
UnloadImage(img);
CloseWindow();
}

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[Template]
ver=2
Name=Doraemon
Name[zh_CN]=哆啦A梦
Icon=rdrawing-doraemon.ico
Description=A simple doraemon app using rdrawing (https://github.com/royqh1979/raylib-drawing)
Description[zh_CN]=使用rdrawing制作的哆啦A梦 (https://github.com/royqh1979/raylib-drawing)
Category=Game
Category[zh_CN]=游戏
[Unit0]
CName=main.c
C=rdrawing_doraemon_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lrdrawing -lraylib -lGL -lm -lpthread -ldl -lrt -lX11

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#include <raylib.h>
#include <rdrawing.h>
#include <time.h>
#define SHRINK_FRAMES 2
Image genBodyImage();
Image genShrinkImage0();
Image genShrinkImage1();
Image genShrinkImage2();
Image genShrinkImage3();
Image genShrinkImage4();
int main() {
InitWindow(800,600,"Doraemon");
SetTraceLogLevel(LOG_WARNING);
SetTargetFPS(30);
SetRandomSeed(time(NULL));
Image img=genBodyImage();
Image shrinkImages[9];
shrinkImages[0]=genShrinkImage0();
shrinkImages[1]=genShrinkImage1();
shrinkImages[2]=genShrinkImage2();
shrinkImages[3]=genShrinkImage3();
shrinkImages[4]=genShrinkImage4();
shrinkImages[5]=genShrinkImage3();
shrinkImages[6]=genShrinkImage2();
shrinkImages[7]=genShrinkImage1();
shrinkImages[8]=genShrinkImage0();
Texture texture = LoadTextureFromImage(img);
Texture shrinkTexture;
int stage = -1;
int repeats = 0;
while(!WindowShouldClose()) {
if (stage==-1) {
int r = GetRandomValue(1,30);
if (r==1) {
stage=0;
repeats=0;
}
}
int idx=0;
if (stage>=0) {
idx=stage / SHRINK_FRAMES;
if (idx<9) {
shrinkTexture=LoadTextureFromImage(shrinkImages[idx]);
} else {
idx=0;
stage=0;
repeats++;
if (repeats>=3)
stage=-1;
}
}
if (stage>=0) {
stage++;
}
BeginDrawing();
ClearBackground(WHITE);
DrawTexture(texture,0,0,WHITE);
DrawTexture(shrinkTexture,0,0,WHITE);
EndDrawing();
UnloadTexture(shrinkTexture);
}
//Clean up
UnloadTexture(texture);
UnloadImage(img);
for (int i=0;i<9;i++) {
UnloadImage(shrinkImages[i]);
}
CloseWindow();
}
Image genBodyImage(){
Image img=GenImageColor(800,600,WHITE);
// 画头
Color fillColor = (Color){7,190,234,255};
Color color=BLACK;
ImageFillRoundRectEx(&img,265, 94, 270, 260, 124, 124,fillColor);
ImageDrawRoundRectEx(&img,265, 94, 270, 260, 124, 124,1,color);
fillColor = WHITE; // 脸
ImageFillEllipseEx(&img, 400, 256, 115, 95, fillColor);
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = BLACK;
ImageFillCircleEx(&img,384,184,6, fillColor); // 右眼球
ImageFillCircleEx(&img,416,184,6, fillColor); // 左眼球
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
ImageDrawLineEx(&img,400,223,400,296,1,color); // 人中
ImageDrawArcEx(&img,400, 192, 108, 108, PI * 5 / 4, PI * 7 / 4,1,color); // 嘴
ImageDrawLineEx(&img,358, 227, 310, 209,1,color); // 胡子
ImageDrawLineEx(&img,442, 227, 490, 209,1,color);
ImageDrawLineEx(&img,359, 235, 308, 235,1,color);
ImageDrawLineEx(&img,441, 235, 492, 235,1,color);
ImageDrawLineEx(&img,358, 243, 310, 261,1,color);
ImageDrawLineEx(&img,442, 243, 490, 261,1,color);
// 画身体
ImageDrawLineEx(&img, 319, 332, 262, 372,1,color); // 手臂(上)
ImageDrawLineEx(&img, 481, 332, 538, 372,1,color);
ImageDrawLineEx(&img, 304, 396, 284, 410,1,color); // 手臂(下)
ImageDrawLineEx(&img, 496, 396, 516, 410,1,color);
ImageDrawLineEx(&img, 304, 385, 304, 478,1,color); // 腿外侧
ImageDrawLineEx(&img, 496, 385, 496, 478,1,color);
ImageDrawArcEx(&img, 400, 479, 15,11,0,PI,1,color); // 腿内侧
fillColor=WHITE; // 手
ImageFillCircleEx(&img, 260,399,27, fillColor);
ImageDrawCircleEx(&img, 260,399,27, 1, color);
ImageFillCircleEx(&img, 540,399,27, fillColor);
ImageDrawCircleEx(&img, 540,399,27, 1, color);
ImageFillRoundRectEx(&img,288,478,110,27,12,12,fillColor); // 脚
ImageDrawRoundRectEx(&img,288,478,110,27,12,12,1,color);
ImageFillRoundRectEx(&img,402,478,110,27,12,12,fillColor);
ImageDrawRoundRectEx(&img,402,478,110,27,12,12,1,color);
fillColor=(Color){7,190,234,255}; // 身体填充蓝色
ImageFloodFill(&img,400,400,BLACK,fillColor);
fillColor=WHITE; // 肚皮
ImageFillCircleEx(&img,400,381,75,fillColor);
ImageFillRectangleEx(&img,340,304,120,20,fillColor); // 用白色矩形擦掉多余的肚皮
ImageDrawSectorEx(&img,400,381,58, 58,PI,2*PI,1,color); // 口袋
// 画铃铛
fillColor=(Color){169, 38, 0,255}; // 绳子
ImageFillRoundRectEx(&img,300,323,200,19,12,12,fillColor);
fillColor=(Color){245, 237, 38,255}; // 铃铛外形
ImageFillCircleEx(&img,400,349,19,fillColor);
fillColor=BLACK; // 铃铛上的洞
ImageFillEllipseEx(&img,400,354,4,4,fillColor);
ImageDrawLineEx(&img,400,357,400,368,3,color);
ImageDrawLineEx(&img,384,340,416,340,1,color); // 铃铛上的纹路
ImageDrawLineEx(&img,384,344,418,344,1,color);
return img;
}
Image genShrinkImage0() {
Image img = GenImageColor(800,600, BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = BLACK;
ImageFillCircleEx(&img,384,184,6, fillColor); // 右眼球
ImageFillCircleEx(&img,416,184,6, fillColor); // 左眼球
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage1() {
Image img = GenImageColor(800,600, BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 150, 63, 37, 28, 28, 1, color);
ImageDrawRoundRectEx(&img,400, 150, 63, 37, 28, 28, 1, color);
ImageFillRectangleEx(&img,337,168,63,19,fillColor);
ImageFillRectangleEx(&img,400,168,63,19,fillColor);
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = BLACK;
ImageFillCircleEx(&img,384,184,6, fillColor); // 右眼球
ImageFillCircleEx(&img,416,184,6, fillColor); // 左眼球
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage2() {
Image img=GenImageColor(800,600,BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawLineEx(&img,337,168,399,168,1,color);
ImageDrawLineEx(&img,400,168,462,168,1,color);
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage3(){
Image img=GenImageColor(800,600,BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 150, 63, 37, 28, 28, 1, color);
ImageDrawRoundRectEx(&img,400, 150, 63, 37, 28, 28, 1, color);
ImageFillRectangleEx(&img,337,150,63,19,fillColor);
ImageFillRectangleEx(&img,400,150,63,19,fillColor);
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage4() {
Image img=GenImageColor(800,600,BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}

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@ -1,3 +1,9 @@
redpanda-cpp (1.1.0-1) unstable; urgency=medium
* Update to 1.1.0
-- Roy Qu (瞿华) <royqh1979@gmail.com> Sun, 13 Jun 2022 19:19:00 +0800
redpanda-cpp (1.0.10-1) unstable; urgency=medium redpanda-cpp (1.0.10-1) unstable; urgency=medium
* Update to 1.0.10 * Update to 1.0.10

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@ -2,9 +2,9 @@
ver=2 ver=2
Name=raylib Name=raylib
Name[zh_CN]=raylib Name[zh_CN]=raylib
Icon=raylib.ico Icon=raylib-game.ico
Description=A simple program using raylib ( https://raylib.com ) Description=A simple interactive animation using raylib ( https://raylib.com )
Description[zh_CN]=简单的raylib绘图程序 ( https://raylib.com ) Description[zh_CN]=简单的raylib交互动画 ( https://raylib.com )
Category=Multimedia Category=Multimedia
Category[zh_CN]=多媒体 Category[zh_CN]=多媒体

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@ -0,0 +1,20 @@
[Template]
ver=2
Name=snake
Name[zh_CN]=吞食蛇
Icon=raylib-snake.ico
Description=snake game using raylib ( https://raylib.com )
Description[zh_CN]=经典的吞食蛇游戏(基于raylib) ( https://raylib.com )
Category=Game
Category[zh_CN]=游戏
[Unit0]
CName=main.c
C=raylib_snake_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lraylib -lopengl32 -lgdi32 -lwinmm

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@ -0,0 +1,286 @@
/*******************************************************************************************
*
* raylib - classic game: snake
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SNAKE_LENGTH 256
#define SQUARE_SIZE 31
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Snake {
Vector2 position;
Vector2 size;
Vector2 speed;
Color color;
} Snake;
typedef struct Food {
Vector2 position;
Vector2 size;
bool active;
Color color;
} Food;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static int framesCounter = 0;
static bool gameOver = false;
static bool pause = false;
static Food fruit = { 0 };
static Snake snake[SNAKE_LENGTH] = { 0 };
static Vector2 snakePosition[SNAKE_LENGTH] = { 0 };
static bool allowMove = false;
static Vector2 offset = { 0 };
static int counterTail = 0;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: snake");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
framesCounter = 0;
gameOver = false;
pause = false;
counterTail = 1;
allowMove = false;
offset.x = screenWidth%SQUARE_SIZE;
offset.y = screenHeight%SQUARE_SIZE;
for (int i = 0; i < SNAKE_LENGTH; i++)
{
snake[i].position = (Vector2){ offset.x/2, offset.y/2 };
snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
snake[i].speed = (Vector2){ SQUARE_SIZE, 0 };
if (i == 0) snake[i].color = DARKBLUE;
else snake[i].color = BLUE;
}
for (int i = 0; i < SNAKE_LENGTH; i++)
{
snakePosition[i] = (Vector2){ 0.0f, 0.0f };
}
fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
fruit.color = SKYBLUE;
fruit.active = false;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player control
if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove)
{
snake[0].speed = (Vector2){ SQUARE_SIZE, 0 };
allowMove = false;
}
if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove)
{
snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 };
allowMove = false;
}
if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove)
{
snake[0].speed = (Vector2){ 0, -SQUARE_SIZE };
allowMove = false;
}
if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove)
{
snake[0].speed = (Vector2){ 0, SQUARE_SIZE };
allowMove = false;
}
// Snake movement
for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position;
if ((framesCounter%5) == 0)
{
for (int i = 0; i < counterTail; i++)
{
if (i == 0)
{
snake[0].position.x += snake[0].speed.x;
snake[0].position.y += snake[0].speed.y;
allowMove = true;
}
else snake[i].position = snakePosition[i-1];
}
}
// Wall behaviour
if (((snake[0].position.x) > (screenWidth - offset.x)) ||
((snake[0].position.y) > (screenHeight - offset.y)) ||
(snake[0].position.x < 0) || (snake[0].position.y < 0))
{
gameOver = true;
}
// Collision with yourself
for (int i = 1; i < counterTail; i++)
{
if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = true;
}
// Fruit position calculation
if (!fruit.active)
{
fruit.active = true;
fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
for (int i = 0; i < counterTail; i++)
{
while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y))
{
fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
i = 0;
}
}
}
// Collision
if ((snake[0].position.x < (fruit.position.x + fruit.size.x) && (snake[0].position.x + snake[0].size.x) > fruit.position.x) &&
(snake[0].position.y < (fruit.position.y + fruit.size.y) && (snake[0].position.y + snake[0].size.y) > fruit.position.y))
{
snake[counterTail].position = snakePosition[counterTail - 1];
counterTail += 1;
fruit.active = false;
}
framesCounter++;
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw grid lines
for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++)
{
DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY);
}
for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++)
{
DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY);
}
// Draw snake
for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color);
// Draw fruit to pick
DrawRectangleV(fruit.position, fruit.size, fruit.color);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}

View File

@ -0,0 +1,20 @@
[Template]
ver=2
Name=Tetris
Name[zh_CN]=俄罗斯方块
Icon=raylib-tetris.ico
Description=Tetris game using raylib ( https://raylib.com )
Description[zh_CN]=经典的俄罗斯方块游戏(基于raylib) ( https://raylib.com )
Category=Game
Category[zh_CN]=游戏
[Unit0]
CName=main.c
C=raylib_tetris_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lraylib -lopengl32 -lgdi32 -lwinmm

View File

@ -0,0 +1,791 @@
/*******************************************************************************************
*
* raylib - classic game: tetris
*
* Sample game developed by Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SQUARE_SIZE 20
#define GRID_HORIZONTAL_SIZE 12
#define GRID_VERTICAL_SIZE 20
#define LATERAL_SPEED 10
#define TURNING_SPEED 12
#define FAST_FALL_AWAIT_COUNTER 30
#define FADING_TIME 33
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
// Matrices
static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE];
static GridSquare piece [4][4];
static GridSquare incomingPiece [4][4];
// Theese variables keep track of the active piece position
static int piecePositionX = 0;
static int piecePositionY = 0;
// Game parameters
static Color fadingColor;
//static int fallingSpeed; // In frames
static bool beginPlay = true; // This var is only true at the begining of the game, used for the first matrix creations
static bool pieceActive = false;
static bool detection = false;
static bool lineToDelete = false;
// Statistics
static int level = 1;
static int lines = 0;
// Counters
static int gravityMovementCounter = 0;
static int lateralMovementCounter = 0;
static int turnMovementCounter = 0;
static int fastFallMovementCounter = 0;
static int fadeLineCounter = 0;
// Based on level
static int gravitySpeed = 30;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
// Additional module functions
static bool Createpiece();
static void GetRandompiece();
static void ResolveFallingMovement(bool *detection, bool *pieceActive);
static bool ResolveLateralMovement();
static bool ResolveTurnMovement();
static void CheckDetection(bool *detection);
static void CheckCompletion(bool *lineToDelete);
static void DeleteCompleteLines();
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: tetris");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//--------------------------------------------------------------------------------------
// Game Module Functions Definition
//--------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
// Initialize game statistics
level = 1;
lines = 0;
fadingColor = GRAY;
piecePositionX = 0;
piecePositionY = 0;
pause = false;
beginPlay = true;
pieceActive = false;
detection = false;
lineToDelete = false;
// Counters
gravityMovementCounter = 0;
lateralMovementCounter = 0;
turnMovementCounter = 0;
fastFallMovementCounter = 0;
fadeLineCounter = 0;
gravitySpeed = 30;
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (!lineToDelete)
{
if (!pieceActive)
{
// Get another piece
pieceActive = Createpiece();
// We leave a little time before starting the fast falling down
fastFallMovementCounter = 0;
}
else // Piece falling
{
// Counters update
fastFallMovementCounter++;
gravityMovementCounter++;
lateralMovementCounter++;
turnMovementCounter++;
// We make sure to move if we've pressed the key this frame
if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED;
if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED;
// Fall down
if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER))
{
// We make sure the piece is going to fall this frame
gravityMovementCounter += gravitySpeed;
}
if (gravityMovementCounter >= gravitySpeed)
{
// Basic falling movement
CheckDetection(&detection);
// Check if the piece has collided with another piece or with the boundings
ResolveFallingMovement(&detection, &pieceActive);
// Check if we fullfilled a line and if so, erase the line and pull down the the lines above
CheckCompletion(&lineToDelete);
gravityMovementCounter = 0;
}
// Move laterally at player's will
if (lateralMovementCounter >= LATERAL_SPEED)
{
// Update the lateral movement and if success, reset the lateral counter
if (!ResolveLateralMovement()) lateralMovementCounter = 0;
}
// Turn the piece at player's will
if (turnMovementCounter >= TURNING_SPEED)
{
// Update the turning movement and reset the turning counter
if (ResolveTurnMovement()) turnMovementCounter = 0;
}
}
// Game over logic
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == FULL)
{
gameOver = true;
}
}
}
}
else
{
// Animation when deleting lines
fadeLineCounter++;
if (fadeLineCounter%8 < 4) fadingColor = MAROON;
else fadingColor = GRAY;
if (fadeLineCounter >= FADING_TIME)
{
DeleteCompleteLines();
fadeLineCounter = 0;
lineToDelete = false;
lines++;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw gameplay area
Vector2 offset;
offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
offset.y -= 50; // NOTE: Harcoded position!
int controller = offset.x;
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
// Draw each square of the grid
if (grid[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FULL)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == BLOCK)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FADING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor);
offset.x += SQUARE_SIZE;
}
}
offset.x = controller;
offset.y += SQUARE_SIZE;
}
// Draw incoming piece (hardcoded)
offset.x = 500;
offset.y = 45;
int controler = offset.x;
for (int j = 0; j < 4; j++)
{
for (int i = 0; i < 4; i++)
{
if (incomingPiece[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (incomingPiece[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
}
offset.x = controler;
offset.y += SQUARE_SIZE;
}
DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
DrawText(TextFormat("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static bool Createpiece()
{
piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2);
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
GetRandompiece();
beginPlay = false;
}
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one
GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
}
static void GetRandompiece()
{
int random = GetRandomValue(0, 6);
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch (random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
else // We move down the piece
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
static bool ResolveLateralMovement()
{
bool collision = false;
// Piece movement
if (IsKeyDown(KEY_LEFT)) // Move left
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}
else if (IsKeyDown(KEY_RIGHT)) // Move right
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
}
}
}
// If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
return collision;
}
static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
GridSquare aux;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) checker = true;
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true;
}
return false;
}
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletion(bool *lineToDelete)
{
int calculator = 0;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true;
calculator = 0;
// points++;
// Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines()
{
// Erase the completed line
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
while (grid[1][j] == FADING)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
grid[i][j] = EMPTY;
}
for (int j2 = j-1; j2 >= 0; j2--)
{
for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++)
{
if (grid[i2][j2] == FULL)
{
grid[i2][j2+1] = FULL;
grid[i2][j2] = EMPTY;
}
else if (grid[i2][j2] == FADING)
{
grid[i2][j2+1] = FADING;
grid[i2][j2] = EMPTY;
}
}
}
}
}
}

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[Template]
ver=2
Name=rdrawing
Name[zh_CN]=rdrawing
Icon=rdrawing.ico
Description=A simple 2d drawing app using raylib and rdrawing
Description[zh_CN]=基于raylib和rdrawing的2维绘图程序 (https://github.com/royqh1979/raylib-drawing)
Category=Multimedia
Category[zh_CN]=多媒体
[Unit0]
CName=main.c
C=rdrawing_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lrdrawing -lraylib -lopengl32 -lgdi32 -lwinmm

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@ -0,0 +1,48 @@
#include <raylib.h>
#include <rdrawing.h>
#include <math.h>
void paintstar(Image* pImage, double x, double y, double r, double a)
{
int vx[5];
int vy[5];
for (int i = 0; i < 5; ++i)
{
vx[i] = (int)( -cos( PI * 4 / 5 * i + a ) * r + x );
vy[i] = (int)( sin( PI * 4 / 5 * i + a) * r + y );
}
ImageFillPolygonEx(pImage,vx,vy,5,LIGHTRED);
ImageDrawPolygonEx(pImage,vx,vy,5,2,DARKBROWN);
}
int main() {
InitWindow(640,480,"rdrawing");
SetTraceLogLevel(LOG_WARNING);
SetTargetFPS(60);
Image img=GenImageColor(640,480,BLANK);
double r = 0;
while(!WindowShouldClose()) {
//update datas
r += 0.02;
if (r > PI * 2) r -= PI * 2;
//update image (in CPU)
ImageClearBackground(&img,BLANK);
paintstar(&img,320,240,200,r);
//Drawing in GPU
Texture texture = LoadTextureFromImage(img);
BeginDrawing();
ClearBackground(WHITE);
DrawTexture(texture,0,0,WHITE);
EndDrawing();
UnloadTexture(texture);
}
//Clean up
UnloadImage(img);
CloseWindow();
}

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[Template]
ver=2
Name=Doraemon
Name[zh_CN]=哆啦A梦
Icon=rdrawing-doraemon.ico
Description=A simple doraemon app using rdrawing (https://github.com/royqh1979/raylib-drawing)
Description[zh_CN]=使用rdrawing制作的哆啦A梦 (https://github.com/royqh1979/raylib-drawing)
Category=Game
Category[zh_CN]=游戏
[Unit0]
CName=main.c
C=rdrawing_doraemon_c.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lrdrawing -lraylib -lopengl32 -lgdi32 -lwinmm

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#include <raylib.h>
#include <rdrawing.h>
#include <time.h>
#define SHRINK_FRAMES 2
Image genBodyImage();
Image genShrinkImage0();
Image genShrinkImage1();
Image genShrinkImage2();
Image genShrinkImage3();
Image genShrinkImage4();
int main() {
InitWindow(800,600,"Doraemon");
SetTraceLogLevel(LOG_WARNING);
SetTargetFPS(30);
SetRandomSeed(time(NULL));
Image img=genBodyImage();
Image shrinkImages[9];
shrinkImages[0]=genShrinkImage0();
shrinkImages[1]=genShrinkImage1();
shrinkImages[2]=genShrinkImage2();
shrinkImages[3]=genShrinkImage3();
shrinkImages[4]=genShrinkImage4();
shrinkImages[5]=genShrinkImage3();
shrinkImages[6]=genShrinkImage2();
shrinkImages[7]=genShrinkImage1();
shrinkImages[8]=genShrinkImage0();
Texture texture = LoadTextureFromImage(img);
Texture shrinkTexture;
int stage = -1;
int repeats = 0;
while(!WindowShouldClose()) {
if (stage==-1) {
int r = GetRandomValue(1,30);
if (r==1) {
stage=0;
repeats=0;
}
}
int idx=0;
if (stage>=0) {
idx=stage / SHRINK_FRAMES;
if (idx<9) {
shrinkTexture=LoadTextureFromImage(shrinkImages[idx]);
} else {
idx=0;
stage=0;
repeats++;
if (repeats>=3)
stage=-1;
}
}
if (stage>=0) {
stage++;
}
BeginDrawing();
ClearBackground(WHITE);
DrawTexture(texture,0,0,WHITE);
DrawTexture(shrinkTexture,0,0,WHITE);
EndDrawing();
UnloadTexture(shrinkTexture);
}
//Clean up
UnloadTexture(texture);
UnloadImage(img);
for (int i=0;i<9;i++) {
UnloadImage(shrinkImages[i]);
}
CloseWindow();
}
Image genBodyImage(){
Image img=GenImageColor(800,600,WHITE);
// 画头
Color fillColor = (Color){7,190,234,255};
Color color=BLACK;
ImageFillRoundRectEx(&img,265, 94, 270, 260, 124, 124,fillColor);
ImageDrawRoundRectEx(&img,265, 94, 270, 260, 124, 124,1,color);
fillColor = WHITE; // 脸
ImageFillEllipseEx(&img, 400, 256, 115, 95, fillColor);
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = BLACK;
ImageFillCircleEx(&img,384,184,6, fillColor); // 右眼球
ImageFillCircleEx(&img,416,184,6, fillColor); // 左眼球
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
ImageDrawLineEx(&img,400,223,400,296,1,color); // 人中
ImageDrawArcEx(&img,400, 192, 108, 108, PI * 5 / 4, PI * 7 / 4,1,color); // 嘴
ImageDrawLineEx(&img,358, 227, 310, 209,1,color); // 胡子
ImageDrawLineEx(&img,442, 227, 490, 209,1,color);
ImageDrawLineEx(&img,359, 235, 308, 235,1,color);
ImageDrawLineEx(&img,441, 235, 492, 235,1,color);
ImageDrawLineEx(&img,358, 243, 310, 261,1,color);
ImageDrawLineEx(&img,442, 243, 490, 261,1,color);
// 画身体
ImageDrawLineEx(&img, 319, 332, 262, 372,1,color); // 手臂(上)
ImageDrawLineEx(&img, 481, 332, 538, 372,1,color);
ImageDrawLineEx(&img, 304, 396, 284, 410,1,color); // 手臂(下)
ImageDrawLineEx(&img, 496, 396, 516, 410,1,color);
ImageDrawLineEx(&img, 304, 385, 304, 478,1,color); // 腿外侧
ImageDrawLineEx(&img, 496, 385, 496, 478,1,color);
ImageDrawArcEx(&img, 400, 479, 15,11,0,PI,1,color); // 腿内侧
fillColor=WHITE; // 手
ImageFillCircleEx(&img, 260,399,27, fillColor);
ImageDrawCircleEx(&img, 260,399,27, 1, color);
ImageFillCircleEx(&img, 540,399,27, fillColor);
ImageDrawCircleEx(&img, 540,399,27, 1, color);
ImageFillRoundRectEx(&img,288,478,110,27,12,12,fillColor); // 脚
ImageDrawRoundRectEx(&img,288,478,110,27,12,12,1,color);
ImageFillRoundRectEx(&img,402,478,110,27,12,12,fillColor);
ImageDrawRoundRectEx(&img,402,478,110,27,12,12,1,color);
fillColor=(Color){7,190,234,255}; // 身体填充蓝色
ImageFloodFill(&img,400,400,BLACK,fillColor);
fillColor=WHITE; // 肚皮
ImageFillCircleEx(&img,400,381,75,fillColor);
ImageFillRectangleEx(&img,340,304,120,20,fillColor); // 用白色矩形擦掉多余的肚皮
ImageDrawSectorEx(&img,400,381,58, 58,PI,2*PI,1,color); // 口袋
// 画铃铛
fillColor=(Color){169, 38, 0,255}; // 绳子
ImageFillRoundRectEx(&img,300,323,200,19,12,12,fillColor);
fillColor=(Color){245, 237, 38,255}; // 铃铛外形
ImageFillCircleEx(&img,400,349,19,fillColor);
fillColor=BLACK; // 铃铛上的洞
ImageFillEllipseEx(&img,400,354,4,4,fillColor);
ImageDrawLineEx(&img,400,357,400,368,3,color);
ImageDrawLineEx(&img,384,340,416,340,1,color); // 铃铛上的纹路
ImageDrawLineEx(&img,384,344,418,344,1,color);
return img;
}
Image genShrinkImage0() {
Image img = GenImageColor(800,600, BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = BLACK;
ImageFillCircleEx(&img,384,184,6, fillColor); // 右眼球
ImageFillCircleEx(&img,416,184,6, fillColor); // 左眼球
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage1() {
Image img = GenImageColor(800,600, BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 150, 63, 37, 28, 28, 1, color);
ImageDrawRoundRectEx(&img,400, 150, 63, 37, 28, 28, 1, color);
ImageFillRectangleEx(&img,337,168,63,19,fillColor);
ImageFillRectangleEx(&img,400,168,63,19,fillColor);
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = BLACK;
ImageFillCircleEx(&img,384,184,6, fillColor); // 右眼球
ImageFillCircleEx(&img,416,184,6, fillColor); // 左眼球
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage2() {
Image img=GenImageColor(800,600,BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawLineEx(&img,337,168,399,168,1,color);
ImageDrawLineEx(&img,400,168,462,168,1,color);
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage3(){
Image img=GenImageColor(800,600,BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 150, 63, 37, 28, 28, 1, color);
ImageDrawRoundRectEx(&img,400, 150, 63, 37, 28, 28, 1, color);
ImageFillRectangleEx(&img,337,150,63,19,fillColor);
ImageFillRectangleEx(&img,400,150,63,19,fillColor);
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}
Image genShrinkImage4() {
Image img=GenImageColor(800,600,BLANK);
Color fillColor=WHITE;
Color color=BLACK;
ImageFillRoundRectEx(&img,337, 131, 63, 74, 28, 28, fillColor); // 右眼
ImageFillRoundRectEx(&img,400, 131, 63, 74, 28, 28, fillColor); // 左眼
ImageDrawRoundRectEx(&img,337, 131, 63, 74, 28, 28,1, color);
ImageDrawRoundRectEx(&img,400, 131, 63, 74, 28, 28,1, color);
fillColor = (Color){201, 62, 0, 255}; // 鼻子
ImageFillCircleEx(&img, 400, 208, 15, fillColor);
return img;
}