following eyes
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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 - following eyes
//!
//! Zig-API translation of examples/shapes/shapes_following_eyes.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
const std = @import("std");
const rl = @import("raylib");
/// Keep the iris inside the sclera: if it would leave, clamp it to the rim
/// along the direction from the sclera center.
fn clampIris(iris: rl.Vector2, sclera: rl.Vector2, max_distance: f32) rl.Vector2 {
if (rl.checkCollisionPointCircle(iris, sclera, max_distance)) return iris;
const angle = std.math.atan2(iris.y - sclera.y, iris.x - sclera.x);
return .{
.x = sclera.x + max_distance * @cos(angle),
.y = sclera.y + max_distance * @sin(angle),
};
}
pub fn main() void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shapes] example - following eyes");
defer rl.closeWindow(); // Close window and OpenGL context
const half_width = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0;
const half_height = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0;
const sclera_left_position: rl.Vector2 = .{ .x = half_width - 100.0, .y = half_height };
const sclera_right_position: rl.Vector2 = .{ .x = half_width + 100.0, .y = half_height };
const sclera_radius: f32 = 80;
const iris_radius: f32 = 24;
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
const iris_left_position = clampIris(rl.getMousePosition(), sclera_left_position, sclera_radius - iris_radius);
const iris_right_position = clampIris(rl.getMousePosition(), sclera_right_position, sclera_radius - iris_radius);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawCircleV(sclera_left_position, sclera_radius, .light_gray);
rl.drawCircleV(iris_left_position, iris_radius, .brown);
rl.drawCircleV(iris_left_position, 10, .black);
rl.drawCircleV(sclera_right_position, sclera_radius, .light_gray);
rl.drawCircleV(iris_right_position, iris_radius, .dark_green);
rl.drawCircleV(iris_right_position, 10, .black);
rl.drawFPS(10, 10);
}
}/*******************************************************************************************
*
* raylib [shapes] example - following eyes
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* 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"
#include <math.h> // Required for: atan2f()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
float scleraRadius = 80;
Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
float irisRadius = 24;
float angle = 0.0f;
float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
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
//----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition();
irisRightPosition = GetMousePosition();
// Check not inside the left eye sclera
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius))
{
dx = irisLeftPosition.x - scleraLeftPosition.x;
dy = irisLeftPosition.y - scleraLeftPosition.y;
angle = atan2f(dy, dx);
dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);
irisLeftPosition.x = scleraLeftPosition.x + dxx;
irisLeftPosition.y = scleraLeftPosition.y + dyy;
}
// Check not inside the right eye sclera
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius))
{
dx = irisRightPosition.x - scleraRightPosition.x;
dy = irisRightPosition.y - scleraRightPosition.y;
angle = atan2f(dy, dx);
dxx = (scleraRadius - irisRadius)*cosf(angle);
dyy = (scleraRadius - irisRadius)*sinf(angle);
irisRightPosition.x = scleraRightPosition.x + dxx;
irisRightPosition.y = scleraRightPosition.y + dyy;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisLeftPosition, irisRadius, BROWN);
DrawCircleV(irisLeftPosition, 10, BLACK);
DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
DrawCircleV(irisRightPosition, 10, BLACK);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.