background scrolling
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//! raylib [textures] example - background scrolling
//!
//! Zig-API translation of examples/textures/textures_background_scrolling.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [textures] example - background scrolling");
defer rl.closeWindow(); // Close window and OpenGL context
// NOTE: Be careful, background width must be equal or bigger than screen width
// if not, texture should be draw more than two times for scrolling effect
const background = try rl.loadTexture("resources/cyberpunk_street_background.png");
defer rl.unloadTexture(background);
const midground = try rl.loadTexture("resources/cyberpunk_street_midground.png");
defer rl.unloadTexture(midground);
const foreground = try rl.loadTexture("resources/cyberpunk_street_foreground.png");
defer rl.unloadTexture(foreground);
var scrolling_back: f32 = 0.0;
var scrolling_mid: f32 = 0.0;
var scrolling_fore: f32 = 0.0;
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
scrolling_back -= 0.1;
scrolling_mid -= 0.5;
scrolling_fore -= 1.0;
// NOTE: Texture is scaled twice its size, so it sould be considered on scrolling
if (scrolling_back <= @as(f32, @floatFromInt(-background.width * 2))) scrolling_back = 0;
if (scrolling_mid <= @as(f32, @floatFromInt(-midground.width * 2))) scrolling_mid = 0;
if (scrolling_fore <= @as(f32, @floatFromInt(-foreground.width * 2))) scrolling_fore = 0;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(rl.getColor(0x052c46ff));
// Draw each layer twice, side by side
// NOTE: Texture is scaled twice its size
drawLayer(background, scrolling_back, 20);
drawLayer(midground, scrolling_mid, 20);
drawLayer(foreground, scrolling_fore, 70);
rl.drawText("BACKGROUND SCROLLING & PARALLAX", 10, 10, 20, .red);
rl.drawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screen_width - 330, screen_height - 20, 10, .ray_white);
}
}
/// Draw a texture twice at 2x scale, the second copy right after the first.
fn drawLayer(texture: rl.Texture2D, scrolling: f32, y: f32) void {
const width: f32 = @floatFromInt(texture.width * 2);
rl.drawTextureEx(texture, .{ .x = scrolling, .y = y }, 0.0, 2.0, .white);
rl.drawTextureEx(texture, .{ .x = width + scrolling, .y = y }, 0.0, 2.0, .white);
}/*******************************************************************************************
*
* raylib [textures] example - background scrolling
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 2.0, 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) 2019-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - background scrolling");
// NOTE: Be careful, background width must be equal or bigger than screen width
// if not, texture should be draw more than two times for scrolling effect
Texture2D background = LoadTexture("resources/cyberpunk_street_background.png");
Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
float scrollingBack = 0.0f;
float scrollingMid = 0.0f;
float scrollingFore = 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
//----------------------------------------------------------------------------------
scrollingBack -= 0.1f;
scrollingMid -= 0.5f;
scrollingFore -= 1.0f;
// NOTE: Texture is scaled twice its size, so it sould be considered on scrolling
if (scrollingBack <= -background.width*2) scrollingBack = 0;
if (scrollingMid <= -midground.width*2) scrollingMid = 0;
if (scrollingFore <= -foreground.width*2) scrollingFore = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(GetColor(0x052c46ff));
// Draw background image twice
// NOTE: Texture is scaled twice its size
DrawTextureEx(background, (Vector2){ scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
DrawTextureEx(background, (Vector2){ background.width*2 + scrollingBack, 20 }, 0.0f, 2.0f, WHITE);
// Draw midground image twice
DrawTextureEx(midground, (Vector2){ scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
DrawTextureEx(midground, (Vector2){ midground.width*2 + scrollingMid, 20 }, 0.0f, 2.0f, WHITE);
// Draw foreground image twice
DrawTextureEx(foreground, (Vector2){ scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
DrawTextureEx(foreground, (Vector2){ foreground.width*2 + scrollingFore, 70 }, 0.0f, 2.0f, WHITE);
DrawText("BACKGROUND SCROLLING & PARALLAX", 10, 10, 20, RED);
DrawText("(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)", screenWidth - 330, screenHeight - 20, 10, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(background); // Unload background texture
UnloadTexture(midground); // Unload midground texture
UnloadTexture(foreground); // Unload foreground texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.