raylib/ports/shapes/shapes_following_eyes

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.
A screenshot of shapes_following_eyes

Code

shapes_following_eyes.odin ¶
106 linesSource

1/*******************************************************************************************
2*
3*   raylib [shapes] example - following eyes
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
20import "core:math"       // Required for: math.atan2()
21
22//------------------------------------------------------------------------------------
23// Program main entry point
24//------------------------------------------------------------------------------------
25main :: proc() {
26	// Initialization
27	//--------------------------------------------------------------------------------------
28	SCREEN_WIDTH :: 800
29	SCREEN_HEIGHT :: 450
30
31	rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shapes] example - following eyes")
32
33	sclera_left_position := rl.Vector2 {f32(rl.GetScreenWidth())/2 - 100, f32(rl.GetScreenHeight())/2}
34	sclera_right_position := rl.Vector2 {f32(rl.GetScreenWidth())/2 + 100, f32(rl.GetScreenHeight())/2}
35	sclera_radius: f32 = 80
36
37	iris_left_position := rl.Vector2 {f32(rl.GetScreenWidth())/2 - 100, f32(rl.GetScreenHeight())/2}
38	iris_right_position := rl.Vector2 {f32(rl.GetScreenWidth())/2 + 100, f32(rl.GetScreenHeight())/2}
39	iris_radius: f32 = 24
40
41	angle, dx, dy, dxx, dyy: f32 // Initialized to zero.
42
43	rl.SetTargetFPS(60)               // Set our game to run at 60 frames-per-second
44	//--------------------------------------------------------------------------------------
45
46	// Main game loop
47	for !rl.WindowShouldClose() {    // Detect window close button or ESC key
48		// Update
49		//----------------------------------------------------------------------------------
50		iris_left_position = rl.GetMousePosition()
51		iris_right_position = rl.GetMousePosition()
52
53		// Check not inside the left eye sclera
54		if !rl.CheckCollisionPointCircle(iris_left_position, sclera_left_position, sclera_radius - iris_radius) {
55			dx = iris_left_position.x - sclera_left_position.x
56			dy = iris_left_position.y - sclera_left_position.y
57
58			angle = math.atan2(dy, dx)
59
60			dxx = (sclera_radius - iris_radius)*math.cos(angle)
61			dyy = (sclera_radius - iris_radius)*math.sin(angle)
62
63			iris_left_position.x = sclera_left_position.x + dxx
64			iris_left_position.y = sclera_left_position.y + dyy
65		}
66
67		// Check not inside the right eye sclera
68		if !rl.CheckCollisionPointCircle(iris_right_position, sclera_right_position, sclera_radius - iris_radius) {
69			dx = iris_right_position.x - sclera_right_position.x
70			dy = iris_right_position.y - sclera_right_position.y
71
72			angle = math.atan2(dy, dx)
73
74			dxx = (sclera_radius - iris_radius)*math.cos(angle)
75			dyy = (sclera_radius - iris_radius)*math.sin(angle)
76
77			iris_right_position.x = sclera_right_position.x + dxx
78			iris_right_position.y = sclera_right_position.y + dyy
79		}
80		//----------------------------------------------------------------------------------
81
82		// Draw
83		//----------------------------------------------------------------------------------
84		rl.BeginDrawing()
85
86			rl.ClearBackground(rl.RAYWHITE)
87
88			rl.DrawCircleV(sclera_left_position, sclera_radius, rl.LIGHTGRAY)
89			rl.DrawCircleV(iris_left_position, iris_radius, rl.BROWN)
90			rl.DrawCircleV(iris_left_position, 10, rl.BLACK)
91
92			rl.DrawCircleV(sclera_right_position, sclera_radius, rl.LIGHTGRAY)
93			rl.DrawCircleV(iris_right_position, iris_radius, rl.DARKGREEN)
94			rl.DrawCircleV(iris_right_position, 10, rl.BLACK)
95
96			rl.DrawFPS(10, 10)
97
98		rl.EndDrawing()
99		//----------------------------------------------------------------------------------
100	}
101
102	// De-Initialization
103	//--------------------------------------------------------------------------------------
104	rl.CloseWindow()        // Close window and OpenGL context
105	//--------------------------------------------------------------------------------------
106}

Declarations Used 22