flan/examples/shapes-collision-area.fln

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;;;; raylib [shapes] example - collision area
;;;;
;;;; examples/shapes/shapes_collision_area.c. Picked for one call:
;;;; get-collision-rec, which is the only binding in the package that takes
;;;; two Rectangles and answers a third. Everything else in the corpus that
;;;; crosses a struct either passes one in (Camera2D, Color) or gets one back
;;;; (get-mouse-position, fade) — this is the first per-frame call doing both
;;;; at once, and the returned struct comes back through the shim's `out`
;;;; pointer rather than in registers, which is a different lowering again.
;;;;
;;;; It is also the only headless-adjacent thing in the file: both
;;;; check-collision-recs and get-collision-rec are pure arithmetic over their
;;;; arguments and need no window at all. The acceptance table already asserts
;;;; the pair; what this adds is the same two calls on a frame path with one
;;;; rectangle driven by the mouse, where a permuted Rectangle would put the
;;;; green overlap patch somewhere the two boxes are not.
;;;;
;;;; Both TextFormats go through examples/digits.fln the way the core ports
;;;; do it: draw the literal part, then the number at x plus its width.
import rl "vendor:raylib"
import d "digits.fln"
const screen-width = 800
const screen-height = 450
;; The top strip the collision message is drawn into, and the floor box B is
;; not allowed above.
const screen-upper-limit = 40
once box-a: rl/Rectangle ; moves by itself, bounces off the sides
once box-b: rl/Rectangle ; follows the mouse
once box-collision: rl/Rectangle ; their overlap, valid only while touching
once box-a-speed-x: i32
once paused: bool
once collision: bool
fn main() -> ()
rl/init-window(screen-width, screen-height,
"raylib [shapes] example - collision area")
defer rl/close-window()
box-a = rl/Rectangle{.x 10.0, .y f32(screen-height) / 2.0 - 50.0, .width 200.0, .height 100.0}
box-a-speed-x = 4
box-b = rl/Rectangle{.x f32(screen-width) / 2.0 - 30.0, .y f32(screen-height) / 2.0 - 30.0, .width 60.0, .height 60.0}
;; A fresh Rectangle is four zeroes, which is the C's `= { 0 }`. It is never
;; drawn before the first collision sets it.
box-collision = rl/Rectangle{.x 0.0 .y 0.0 .width 0.0 .height 0.0}
paused = false
collision = false
rl/set-target-fps(60)
until rl/window-should-close()
;; Update
if not paused
box-a.x += f32(box-a-speed-x)
;; Bounce at either edge. The test is on the far edge going right and on
;; the near one going left, so the box reverses on whichever it reaches.
if box-a.x + box-a.width >= f32(rl/get-screen-width()) or box-a.x <= 0.0
box-a-speed-x *= -1
;; Box B is centred on the mouse and then clamped back inside the play
;; area — which is the window minus the top strip.
box-b.x = f32(rl/get-mouse-x()) - box-b.width / 2.0
box-b.y = f32(rl/get-mouse-y()) - box-b.height / 2.0
if box-b.x + box-b.width >= f32(rl/get-screen-width())
box-b.x = f32(rl/get-screen-width()) - box-b.width
elif box-b.x <= 0.0
box-b.x = 0.0
if box-b.y + box-b.height >= f32(rl/get-screen-height())
box-b.y = f32(rl/get-screen-height()) - box-b.height
elif box-b.y <= f32(screen-upper-limit)
box-b.y = f32(screen-upper-limit)
collision = rl/check-collision-recs(box-a, box-b)
;; Only meaningful while they touch: raylib answers a zero rectangle for
;; two boxes that do not, and the C leaves the previous one in place
;; rather than reading that back. This follows it.
if collision
box-collision = rl/get-collision-rec(box-a, box-b)
if rl/is-key-pressed(:key-space)
paused = not paused
;; Draw
rl/with-drawing:
rl/clear-background(rl/raywhite)
rl/draw-rectangle(0, 0, screen-width, screen-upper-limit,
if collision then rl/red else rl/black)
rl/draw-rectangle-rec(box-a, rl/gold)
rl/draw-rectangle-rec(box-b, rl/blue)
if collision
;; The overlap itself, drawn over both boxes. This patch landing
;; anywhere other than where the gold and the blue cross is what a
;; permuted Rectangle would look like.
rl/draw-rectangle-rec(box-collision, rl/lime)
rl/draw-text("COLLISION!",
rl/get-screen-width() / 2 - rl/measure-text("COLLISION!", 20) / 2,
screen-upper-limit / 2 - 10, 20, rl/black)
;; The C's TextFormat("Collision Area: %i", ...). Both dimensions are
;; truncated to int before multiplying, as the C's two casts do.
let x = rl/get-screen-width() / 2 - 100
y = screen-upper-limit + 10
x += d/draw-piece("Collision Area: ", x, y, 20, rl/black)
d/draw-int(i32(box-collision.width) * i32(box-collision.height), x, y,
20, rl/black)
rl/draw-text("Press SPACE to PAUSE/RESUME", 20, screen-height - 35, 20,
rl/lightgray)
rl/draw-fps(10, 10)