bouncing ball
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Is it the same as C?
- Desktop:verified The Zig version renders a final frame that is byte-identical to the C example.
- Browser:verified In headless Chrome, the Zig version gives a final frame byte-identical to the C example built for the web.
//! raylib [shapes] example - bouncing ball
//!
//! Zig-API translation of examples/shapes/shapes_bouncing_ball.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
pub fn main() void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .msaa_4x_hint = true });
rl.initWindow(screen_width, screen_height, "raylib [shapes] example - bouncing ball");
defer rl.closeWindow(); // Close window and OpenGL context
var ball_position: rl.Vector2 = .{
.x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0,
.y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0,
};
var ball_speed: rl.Vector2 = .{ .x = 5.0, .y = 4.0 };
const ball_radius = 20;
const gravity = 0.2;
var use_gravity = true;
var pause = false;
var frames_counter: u32 = 0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
if (rl.isKeyPressed(.g)) use_gravity = !use_gravity;
if (rl.isKeyPressed(.space)) pause = !pause;
if (!pause) {
ball_position.x += ball_speed.x;
ball_position.y += ball_speed.y;
if (use_gravity) ball_speed.y += gravity;
// Check walls collision for bouncing
const max_x: f32 = @floatFromInt(rl.getScreenWidth() - ball_radius);
const max_y: f32 = @floatFromInt(rl.getScreenHeight() - ball_radius);
if (ball_position.x >= max_x or ball_position.x <= ball_radius) ball_speed.x *= -1.0;
if (ball_position.y >= max_y or ball_position.y <= ball_radius) ball_speed.y *= -0.95;
} else frames_counter += 1;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawCircleV(ball_position, ball_radius, .maroon);
rl.drawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, rl.getScreenHeight() - 25, 20, .light_gray);
if (use_gravity) {
rl.drawText("GRAVITY: ON (Press G to disable)", 10, rl.getScreenHeight() - 50, 20, .dark_green);
} else {
rl.drawText("GRAVITY: OFF (Press G to enable)", 10, rl.getScreenHeight() - 50, 20, .red);
}
// On pause, we draw a blinking message
if (pause and (frames_counter / 30) % 2 == 1) rl.drawText("PAUSED", 350, 200, 30, .gray);
rl.drawFPS(10, 10);
}
}/*******************************************************************************************
*
* raylib [shapes] example - bouncing ball
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Ramon Santamaria (@raysan5), reviewed by Jopestpe (@jopestpe)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
Vector2 ballSpeed = { 5.0f, 4.0f };
int ballRadius = 20;
float gravity = 0.2f;
bool useGravity = true;
bool pause = 0;
int framesCounter = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//----------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
if (IsKeyPressed(KEY_G)) useGravity = !useGravity;
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
if (!pause)
{
ballPosition.x += ballSpeed.x;
ballPosition.y += ballSpeed.y;
if (useGravity) ballSpeed.y += gravity;
// Check walls collision for bouncing
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -0.95f;
}
else framesCounter++;
//-----------------------------------------------------
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
if (useGravity) DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, DARKGREEN);
else DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, RED);
// On pause, we draw a blinking message
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
DrawFPS(10, 10);
EndDrawing();
//-----------------------------------------------------
}
// De-Initialization
//---------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.