raylib/ports/shapes/shapes_collision_area
Licence This example has its own licence, rather than Odin's: raylib/ports/LICENSE
These are ported Raylib examples, and as such, they are subject to Raylib's license.
Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
The rest of the licence
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.
Code
shapes_collision_area.odin ¶128 linesSource
1/*******************************************************************************************
2*
3* raylib [shapes] example - collision area
4*
5* Example complexity rating: [★★☆☆] 2/4
6*
7* Example originally created with raylib 2.5, last time updated with raylib 2.5
8*
9* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
10* BSD-like license that allows static linking with closed source software
11*
12* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
13*
14********************************************************************************************/
15
16package raylib_examples
17
18import rl "vendor:raylib"
19
20//------------------------------------------------------------------------------------
21// Program main entry point
22//------------------------------------------------------------------------------------
23main :: proc() {
24 // Initialization
25 //---------------------------------------------------------
26 SCREEN_WIDTH :: 800
27 SCREEN_HEIGHT :: 450
28
29 rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shapes] example - collision area")
30
31 // Box A: Moving box
32 box_a := rl.Rectangle {10, f32(rl.GetScreenHeight())/2 - 50, 200, 100}
33 box_a_speed_x: int = 4
34
35 // Box B: Mouse moved box
36 box_b := rl.Rectangle {f32(rl.GetScreenWidth())/2 - 30, f32(rl.GetScreenHeight())/2 - 30, 60, 60}
37
38 box_collision: rl.Rectangle // Collision rectangle
39
40 screen_upper_limit: i32 = 40 // Top menu limits
41
42 pause: bool // Movement pause
43 collision: bool // Collision detection
44
45 rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
46 //----------------------------------------------------------
47
48 // Main game loop
49 for !rl.WindowShouldClose() { // Detect window close button or ESC key
50 // Update
51 //-----------------------------------------------------
52 // Move box if not paused
53 if !pause {
54 box_a.x += f32(box_a_speed_x)
55 }
56
57 // Bounce box on x screen limits
58 if (box_a.x + box_a.width) >= f32(rl.GetScreenWidth()) || box_a.x <= 0 {
59 box_a_speed_x *= -1
60 }
61
62 // Update player-controlled-box (box02)
63 box_b.x = f32(rl.GetMouseX()) - box_b.width/2
64 box_b.y = f32(rl.GetMouseY()) - box_b.height/2
65
66 // Make sure Box B does not go out of move area limits
67 if box_b.x + box_b.width >= f32(rl.GetScreenWidth()) {
68 box_b.x = f32(rl.GetScreenWidth()) - box_b.width
69 } else if box_b.x <= 0 {
70 box_b.x = 0
71 }
72
73 if box_b.y + box_b.height >= f32(rl.GetScreenHeight()) {
74 box_b.y = f32(rl.GetScreenHeight()) - box_b.height
75 } else if box_b.y <= f32(screen_upper_limit) {
76 box_b.y = f32(screen_upper_limit)
77 }
78
79 // Check boxes collision
80 collision = rl.CheckCollisionRecs(box_a, box_b)
81
82 // Get collision rectangle (only on collision)
83 if collision {
84 box_collision = rl.GetCollisionRec(box_a, box_b)
85 }
86
87 // Pause Box A movement
88 if rl.IsKeyPressed(.SPACE) {
89 pause = !pause
90 }
91 //-----------------------------------------------------
92
93 // Draw
94 //-----------------------------------------------------
95 rl.BeginDrawing()
96
97 rl.ClearBackground(rl.RAYWHITE)
98
99 rl.DrawRectangle(0, 0, SCREEN_WIDTH, screen_upper_limit, collision? rl.RED : rl.BLACK)
100
101 rl.DrawRectangleRec(box_a, rl.GOLD)
102 rl.DrawRectangleRec(box_b, rl.BLUE)
103
104 if collision {
105 // Draw collision area
106 rl.DrawRectangleRec(box_collision, rl.LIME)
107
108 // Draw collision message
109 rl.DrawText("COLLISION!", rl.GetScreenWidth()/2 - rl.MeasureText("COLLISION!", 20)/2, screen_upper_limit/2 - 10, 20, rl.BLACK)
110
111 // Draw collision area
112 rl.DrawText(rl.TextFormat("Collision Area: %i", i32(box_collision.width*box_collision.height)), rl.GetScreenWidth()/2 - 100, screen_upper_limit + 10, 20, rl.BLACK)
113 }
114
115 // Draw help instructions
116 rl.DrawText("Press SPACE to PAUSE/RESUME", 20, SCREEN_HEIGHT - 35, 20, rl.LIGHTGRAY)
117
118 rl.DrawFPS(10, 10)
119
120 rl.EndDrawing()
121 //-----------------------------------------------------
122 }
123
124 // De-Initialization
125 //---------------------------------------------------------
126 rl.CloseWindow() // Close window and OpenGL context
127 //----------------------------------------------------------
128}
Declarations Used 28
- vendor:raylib BeginDrawing · BLACK · BLUE · CheckCollisionRecs · ClearBackground · CloseWindow · DrawFPS · DrawRectangle · DrawRectangleRec · DrawText · EndDrawing · GetCollisionRec · GetMouseX · GetMouseY · GetScreenHeight · GetScreenWidth · GOLD · InitWindow · IsKeyPressed · LIGHTGRAY · LIME · MeasureText · RAYWHITE · Rectangle · RED · SetTargetFPS · TextFormat · WindowShouldClose