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const texture = r.LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
r.UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
//---------------------------------------------------------------------------------------
// Main game loop
while (!r.WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
console.log('5')
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing();
r.ClearBackground(r.RAYWHITE);
r.DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, r.WHITE);
r.DrawText("this IS a texture loaded from an image!", 300, 370, 10, r.GRAY);
r.EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
r.UnloadTexture(texture); // Texture unloading
r.CloseWindow(); // Close window and OpenGL context
r.InitWindow(screenWidth, screenHeight, 'raylib [shapes] example - basic shapes drawing')
r.SetTargetFPS(60)
//--------------------------------------------------------------------------------------
// Main game loop
while (!r.WindowShouldClose()) {
// Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
console.log('hello')
r.GetKeyPressed()
console.log(r.IsKeyDown(r.KEY_ONE))
// console.log(r.GetKeyPressed())
r.DrawText('some basic shapes available on raylib', 20, 20, 20, r.DARKGRAY)
var position = {
x: 100,
y: 100,
}
var size = {
r.SetCameraMode(camera, r.CAMERA_FIRST_PERSON); // Set a first person camera mode
r.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!r.WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
r.UpdateCamera(camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing();
r.ClearBackground(r.RAYWHITE);
r.BeginMode3D(camera);
r.DrawPlane(r.Vector3(), r.Vector2(32, 32), r.LIGHTGRAY); // Draw ground
r.DrawCube(r.Vector3(-16, 2.5, 0), 1, 5, 32, r.BLUE); // Draw a blue wall
r.DrawCube(r.Vector3(16, 2.5, 0), 1, 5, 32, r.LIME); // Draw a green wall
r.DrawCube(r.Vector3(0, 2.5, 16), 32, 5, 1, r.GOLD); // Draw a yellow wall
// Draw some cubes around
for (let i = 0; i < MAX_COLUMNS; i++)
{
r.DrawCube(positions[i], 2, heights[i], 2, colors[i]);
r.DrawCubeWires(positions[i], 2, heights[i], 2, r.MAROON);
}
r.SetCameraMode(camera, r.CAMERA_ORBITAL) // Set an orbital camera mode
r.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!r.WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
//r.UpdateCamera(camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
r.BeginMode3D(camera)
r.DrawGrid(10, 1.0) // Draw a grid
r.DrawBillboard(camera, bill, billPosition, 2.0, r.WHITE)
r.EndMode3D()
r.DrawFPS(10, 10)
r.EndDrawing()
//----------------------------------------------------------------------------------
}
r.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!r.WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (r.IsKeyPressed(r.KEY_SPACE)) r.PlaySound(fxWav) // Play WAV sound
if (r.IsKeyPressed(r.KEY_ENTER)) r.PlaySound(fxOgg) // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
r.DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, r.LIGHTGRAY)
r.DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, r.LIGHTGRAY)
r.EndDrawing()
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
r.UnloadSound(fxWav) // Unload sound data
r.UnloadSound(fxOgg) // Unload sound data
r.CloseAudioDevice() // Close audio device
camera.zoom += r.GetMouseWheelMove()*0.05;
if (camera.zoom > 3) camera.zoom = 3
else if (camera.zoom < 0.1) camera.zoom = 0.1
// Camera reset (zoom and rotation)
if (r.IsKeyPressed(r.KEY_R))
{
camera.zoom = 1.0
camera.rotation = 0
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing();
r.ClearBackground(r.RAYWHITE);
r.BeginMode2D(camera);
r.DrawRectangle(-6000, 320, 13000, 8000, r.DARKGRAY);
for (var i = 0; i < MAX_BUILDINGS; i++) {
r.DrawRectangleRec(buildings[i], buildColors[i]);
}
r.DrawRectangleRec(player, r.RED);
r.DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, r.GREEN);
r.DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, r.GREEN);
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (r.IsKeyPressed(r.KEY_ENTER) || r.IsGestureDetected(r.GESTURE_TAP))
{
currentScreen = 'TITLE'
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
switch(currentScreen)
{
case 'LOGO':
{
// TODO: Draw LOGO screen here!
r.DrawText("LOGO SCREEN", 20, 20, 40, r.LIGHTGRAY)
r.DrawText("WAIT for 2 SECONDS...", 290, 220, 20, r.GRAY)
} break
case 'TITLE':
{
// TODO: Draw TITLE screen here!
r.DrawRectangle(0, 0, screenWidth, screenHeight, r.GREEN)
r.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
r.SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!r.WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing();
r.ClearBackground(r.RAYWHITE);
r.DrawText("some basic shapes available on raylib", 20, 20, 20, r.DARKGRAY);
var position = {
x: 100,
y: 100
}
var size = {
x: 200,
y: 150
}
r.DrawRectangleV(position, size, r.DARKBLUE)
r.DrawRectangleRec({
// Interpret key data
const rawKeyPressed = r.GetKeyPressed()
const keyIndex = nativeKeyMap.findIndex(key => rawKeyPressed === key)
// Keydown event
if (keyIndex) {
cpu.interface.setKeys(keyIndex)
} else {
// Keyup event
cpu.interface.resetKeys()
}
cpu.step()
r.BeginDrawing()
cpu.interface.frameBuffer.forEach((y, i) => {
y.forEach((x, j) => {
if (x) {
r.DrawRectangleRec(
{
x: j * multiplier,
y: i * multiplier,
width: multiplier,
height: multiplier,
},
r.GREEN
)
} else {
r.DrawRectangleRec(
{
ballPosition = r.GetMousePosition()
if (r.IsMouseButtonPressed(r.MOUSE_LEFT_BUTTON)) {
ballColor = r.MAROON
}
else if (r.IsMouseButtonPressed(r.MOUSE_MIDDLE_BUTTON)) {
ballColor = r.LIME
}
else if (r.IsMouseButtonPressed(r.MOUSE_RIGHT_BUTTON)) {
ballColor = r.DARKBLUE
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
r.DrawCircleV(ballPosition, 40, ballColor)
r.DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, r.DARKGRAY)
r.EndDrawing()
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
r.CloseWindow() // Close window and OpenGL context
//--------------------------------------------------------------------------------------