add more templates
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NEWS.md
1
NEWS.md
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@ -1,6 +1,7 @@
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Red Panda C++ Version 0.13.2
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Red Panda C++ Version 0.13.2
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- fix: "delete and exit" button in the environtment / page option page doesn't work correctly
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- fix: "delete and exit" button in the environtment / page option page doesn't work correctly
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- fix: crash when closing the options dialog under Ubuntu 20.04 LTS ( no memory leak now)
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- fix: crash when closing the options dialog under Ubuntu 20.04 LTS ( no memory leak now)
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- enhancement: can add non-code file in templates
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Red Panda C++ Version 0.13.1
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Red Panda C++ Version 0.13.1
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- enhancement: suppoort localization info in project templates
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- enhancement: suppoort localization info in project templates
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@ -172,6 +172,12 @@ CompileIssueType Compiler::getIssueTypeFromOutputLine(QString &line)
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Settings::PCompilerSet Compiler::compilerSet()
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Settings::PCompilerSet Compiler::compilerSet()
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{
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{
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if (mProject) {
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int index = mProject->options().compilerSet;
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Settings::PCompilerSet set = pSettings->compilerSets().getSet(index);
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if (set)
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return set;
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}
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return pSettings->compilerSets().defaultSet();
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return pSettings->compilerSets().defaultSet();
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}
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}
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@ -1346,6 +1346,7 @@ void MainWindow::checkSyntaxInBack(Editor *e)
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mCompilerManager->checkSyntax(e->filename(),e->text(),
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mCompilerManager->checkSyntax(e->filename(),e->text(),
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e->fileEncoding() == ENCODING_ASCII, mProject);
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e->fileEncoding() == ENCODING_ASCII, mProject);
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} else {
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} else {
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qDebug()<<"compile file";
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mCompilerManager->checkSyntax(e->filename(),e->text(),
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mCompilerManager->checkSyntax(e->filename(),e->text(),
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e->fileEncoding() == ENCODING_ASCII, nullptr);
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e->fileEncoding() == ENCODING_ASCII, nullptr);
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}
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}
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@ -648,38 +648,49 @@ bool Project::assignTemplate(const std::shared_ptr<ProjectTemplate> aTemplate, b
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for (int i=0;i<aTemplate->unitCount();i++) {
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for (int i=0;i<aTemplate->unitCount();i++) {
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// Pick file contents
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// Pick file contents
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PTemplateUnit templateUnit = aTemplate->unit(i);
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PTemplateUnit templateUnit = aTemplate->unit(i);
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QString s;
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if (!templateUnit->Source.isEmpty()) {
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PProjectUnit unit;
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QString target = templateUnit->Source;
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if (mOptions.useGPP) {
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PProjectUnit unit;
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s = templateUnit->CppText;
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if (!templateUnit->Target.isEmpty())
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unit = newUnit(mNode, templateUnit->CppName);
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target = templateUnit->Target;
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QFile::copy(
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QDir(pSettings->dirs().templateDir()).absoluteFilePath(templateUnit->Source),
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includeTrailingPathDelimiter(this->directory())+target);
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unit = newUnit(mNode, target);
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} else {
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} else {
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s = templateUnit->CText;
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QString s;
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unit = newUnit(mNode,templateUnit->CName);
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PProjectUnit unit;
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}
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if (mOptions.useGPP) {
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s = templateUnit->CppText;
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Editor * editor = pMainWindow->editorList()->newEditor(
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unit = newUnit(mNode, templateUnit->CppName);
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QDir(directory()).absoluteFilePath(unit->fileName()),
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} else {
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unit->encoding(),
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s = templateUnit->CText;
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true,
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unit = newUnit(mNode,templateUnit->CName);
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true);
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QString s2 = QDir(pSettings->dirs().templateDir()).absoluteFilePath(s);
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if (fileExists(s2) && !s.isEmpty()) {
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try {
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editor->loadFile(s2);
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} catch(FileError& e) {
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QMessageBox::critical(pMainWindow,
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tr("Error Load File"),
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e.reason());
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}
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}
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} else {
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s.replace("#13#10","\r\n");
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Editor * editor = pMainWindow->editorList()->newEditor(
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editor->insertString(s,false);
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QDir(directory()).absoluteFilePath(unit->fileName()),
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unit->encoding(),
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true,
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true);
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QString s2 = QDir(pSettings->dirs().templateDir()).absoluteFilePath(s);
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if (fileExists(s2) && !s.isEmpty()) {
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try {
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editor->loadFile(s2);
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} catch(FileError& e) {
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QMessageBox::critical(pMainWindow,
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tr("Error Load File"),
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e.reason());
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}
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} else {
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s.replace("#13#10","\r\n");
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editor->insertString(s,false);
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}
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unit->setEditor(editor);
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editor->save(true,false);
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editor->activate();
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}
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}
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unit->setEditor(editor);
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editor->save(true,false);
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editor->activate();
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}
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}
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}
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}
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return true;
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return true;
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@ -38,6 +38,8 @@ PTemplateUnit ProjectTemplate::unit(int index)
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return PTemplateUnit();
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return PTemplateUnit();
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QString section = QString("Unit%1").arg(index);
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QString section = QString("Unit%1").arg(index);
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PTemplateUnit unit = std::make_shared<TemplateUnit>();
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PTemplateUnit unit = std::make_shared<TemplateUnit>();
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unit->Source = fromByteArray(mIni->GetValue(toByteArray(section), "Source", ""));
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unit->Target = fromByteArray(mIni->GetValue(toByteArray(section), "Target", ""));
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unit->CText = fromByteArray(mIni->GetValue(toByteArray(section), "C", ""));
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unit->CText = fromByteArray(mIni->GetValue(toByteArray(section), "C", ""));
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unit->CppText = fromByteArray(mIni->GetValue(toByteArray(section), "Cpp", ""));
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unit->CppText = fromByteArray(mIni->GetValue(toByteArray(section), "Cpp", ""));
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if (unit->CppText.isEmpty())
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if (unit->CppText.isEmpty())
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@ -59,6 +61,8 @@ void ProjectTemplate::setUnit(int index, PTemplateUnit newUnit)
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mIni->SetValue(section,"Cpp", toByteArray(newUnit->CppText));
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mIni->SetValue(section,"Cpp", toByteArray(newUnit->CppText));
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mIni->SetValue(section,"CName", toByteArray(newUnit->CName));
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mIni->SetValue(section,"CName", toByteArray(newUnit->CName));
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mIni->SetValue(section,"CppName", toByteArray(newUnit->CppName));
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mIni->SetValue(section,"CppName", toByteArray(newUnit->CppName));
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mIni->SetValue(section,"Source", toByteArray(newUnit->Source));
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mIni->SetValue(section,"Target", toByteArray(newUnit->Target));
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}
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}
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int ProjectTemplate::addUnit()
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int ProjectTemplate::addUnit()
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@ -26,6 +26,8 @@ struct TemplateUnit {
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QString CppName;
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QString CppName;
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QString CText;
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QString CText;
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QString CppText;
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QString CppText;
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QString Source;
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QString Target;
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};
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};
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using PTemplateUnit = std::shared_ptr<TemplateUnit>;
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using PTemplateUnit = std::shared_ptr<TemplateUnit>;
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@ -5,7 +5,7 @@ Icon=CL_GLUT.ico
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Description=A simple GLUT program
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Description=A simple GLUT program
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Description[zh_CN]=一个简单的GLUT程序
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Description[zh_CN]=一个简单的GLUT程序
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Category=Multimedia
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Category=Multimedia
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Category[zh_CN]=多媒体
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Category[zh_CN]=3D
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[Unit0]
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[Unit0]
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CppName=main.cpp
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CppName=main.cpp
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@ -5,7 +5,7 @@ Description=A simple GLFW program
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Description[zh_CN]=一个简单的GLFW程序
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Description[zh_CN]=一个简单的GLFW程序
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Icon=GLFW.ico
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Icon=GLFW.ico
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Category=Multimedia
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Category=Multimedia
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Category[zh_CN]=多媒体
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Category[zh_CN]=3D
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[Unit0]
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[Unit0]
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CppName=main.cpp
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CppName=main.cpp
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@ -5,7 +5,7 @@ Icon=Pizza.ico
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Description=A basic OpenGL program
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Description=A basic OpenGL program
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Description[zh_CN]=一个基本的OpenGL程序
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Description[zh_CN]=一个基本的OpenGL程序
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Category=Multimedia
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Category=Multimedia
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Category[zh_CN]=多媒体
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Category[zh_CN]=3D
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[Unit0]
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[Unit0]
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CName=main.c
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CName=main.c
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@ -4,7 +4,7 @@ Name=raylib
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Name[zh_CN]=raylib
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Name[zh_CN]=raylib
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Icon=raylib.ico
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Icon=raylib.ico
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Description=A simple program using raylib ( https://raylib.com )
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Description=A simple program using raylib ( https://raylib.com )
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Description[zh_CN]=简单的raylib程序 ( https://raylib.com )
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Description[zh_CN]=简单的raylib绘图程序 ( https://raylib.com )
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Category=Multimedia
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Category=Multimedia
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Category[zh_CN]=多媒体
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Category[zh_CN]=多媒体
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CName=main.c
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CName=main.c
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C=raylib_c.txt
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C=raylib_c.txt
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[Unit1]
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Source=raylib_boom.wav
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Target=boom.wav
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[Unit2]
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Source=raylib_explosion.png
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Target=explosion.png
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[Project]
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[Project]
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UnitCount=1
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UnitCount=3
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Type=0
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Type=0
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IsCpp=0
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IsCpp=0
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linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
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linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
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@ -0,0 +1,20 @@
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[Template]
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ver=2
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Name=raylib 3D
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Name[zh_CN]=raylib 3D
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Icon=raylib.ico
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Description=A simple 3D program using raylib ( https://raylib.com )
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Description[zh_CN]=简单的raylib 3D程序 ( https://raylib.com )
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Category=Multimedia
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Category[zh_CN]=3D
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[Unit0]
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CName=main.c
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C=raylib_3d_c.txt
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[Project]
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UnitCount=1
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Type=0
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IsCpp=0
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linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
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@ -0,0 +1,112 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Waving cubes
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <raylib.h>
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#include <math.h>
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
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// Initialize the camera
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 70.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Specify the amount of blocks in each direction
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const int numBlocks = 15;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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double time = GetTime();
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// Calculate time scale for cube position and size
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float scale = (2.0f + (float)sin(time))*0.7f;
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// Move camera around the scene
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double cameraTime = time*0.3;
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camera.position.x = (float)cos(cameraTime)*40.0f;
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camera.position.z = (float)sin(cameraTime)*40.0f;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawGrid(10, 5.0f);
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for (int x = 0; x < numBlocks; x++)
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{
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for (int y = 0; y < numBlocks; y++)
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{
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for (int z = 0; z < numBlocks; z++)
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{
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// Scale of the blocks depends on x/y/z positions
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float blockScale = (x + y + z)/30.0f;
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// Scatter makes the waving effect by adding blockScale over time
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float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
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// Calculate the cube position
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Vector3 cubePos = {
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(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
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(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
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(float)(z - numBlocks/2)*(scale*3.0f) + scatter
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};
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// Pick a color with a hue depending on cube position for the rainbow color effect
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Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
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// Calculate cube size
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float cubeSize = (2.4f - scale)*blockScale;
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// And finally, draw the cube!
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DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
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}
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}
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}
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
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* raylib [textures] example - sprite explosion
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*
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*
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* This example has been created using raylib 1.0 (www.raylib.com)
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2022 Roy Qu (royqh1979@gmail.com)
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********************************************************************************************/
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*
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********************************************************************************************/
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#include <raylib.h>
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#include <raylib.h>
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#define NUM_FRAMES_PER_LINE 5
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#define NUM_LINES 5
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int main(void)
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int main(void)
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{
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{
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// Initialization
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// Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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InitAudioDevice();
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//--------------------------------------------------------------------------------------
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||||||
// Main game loop
|
// Load explosion sound
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
Sound fxBoom = LoadSound("boom.wav");
|
||||||
{
|
|
||||||
// Update
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// TODO: Update your variables here
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
// Load explosion texture
|
||||||
//----------------------------------------------------------------------------------
|
Texture2D explosion = LoadTexture("explosion.png");
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
// Init variables for animation
|
||||||
|
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
|
||||||
|
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
|
||||||
|
int currentFrame = 0;
|
||||||
|
int currentLine = 0;
|
||||||
|
|
||||||
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
|
Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
|
||||||
|
Vector2 position = { 0.0f, 0.0f };
|
||||||
|
|
||||||
// Circle shapes and lines
|
bool active = false;
|
||||||
DrawCircle(screenWidth/5, 120, 35, DARKBLUE);
|
int framesCounter = 0;
|
||||||
DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE);
|
|
||||||
DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
|
|
||||||
|
|
||||||
// Rectangle shapes and ines
|
SetTargetFPS(120);
|
||||||
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
|
//--------------------------------------------------------------------------------------
|
||||||
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
|
|
||||||
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
|
|
||||||
|
|
||||||
// Triangle shapes and lines
|
// Main game loop
|
||||||
DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
|
{
|
||||||
(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
|
// Check for mouse button pressed and activate explosion (if not active)
|
||||||
(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) )
|
||||||
(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
|
{
|
||||||
|
position = GetMousePosition();
|
||||||
|
active = true;
|
||||||
|
|
||||||
// Polygon shapes and lines
|
position.x -= frameWidth/2.0f;
|
||||||
DrawPoly((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, BROWN);
|
position.y -= frameHeight/2.0f;
|
||||||
DrawPolyLinesEx((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, 6, BEIGE);
|
|
||||||
|
|
||||||
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
|
PlaySound(fxBoom);
|
||||||
// this way, all LINES are rendered in a single draw pass
|
}
|
||||||
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
// Compute explosion animation frames
|
||||||
//--------------------------------------------------------------------------------------
|
if (active)
|
||||||
CloseWindow(); // Close window and OpenGL context
|
{
|
||||||
//--------------------------------------------------------------------------------------
|
framesCounter++;
|
||||||
|
|
||||||
return 0;
|
if (framesCounter > 2)
|
||||||
|
{
|
||||||
|
currentFrame++;
|
||||||
|
|
||||||
|
if (currentFrame >= NUM_FRAMES_PER_LINE)
|
||||||
|
{
|
||||||
|
currentFrame = 0;
|
||||||
|
currentLine++;
|
||||||
|
|
||||||
|
if (currentLine >= NUM_LINES)
|
||||||
|
{
|
||||||
|
currentLine = 0;
|
||||||
|
active = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
framesCounter = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
frameRec.x = frameWidth*currentFrame;
|
||||||
|
frameRec.y = frameHeight*currentLine;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
// Draw explosion required frame rectangle
|
||||||
|
if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
|
||||||
|
|
||||||
|
DrawText("Click to explode!", 440, 400, 40, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadTexture(explosion); // Unload texture
|
||||||
|
UnloadSound(fxBoom); // Unload sound
|
||||||
|
|
||||||
|
CloseAudioDevice();
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
}
|
}
|
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Reference in New Issue