sprite explosion
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//! raylib [textures] example - sprite explosion
//!
//! Zig-API translation of examples/textures/textures_sprite_explosion.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
const num_frames_per_line = 5;
const num_lines = 5;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [textures] example - sprite explosion");
defer rl.closeWindow(); // Close window and OpenGL context
rl.initAudioDevice();
defer rl.closeAudioDevice();
// Load explosion sound
const fx_boom = try rl.loadSound("resources/boom.wav");
defer rl.unloadSound(fx_boom); // Unload sound
// Load explosion texture
const explosion = try rl.loadTexture("resources/explosion.png");
defer rl.unloadTexture(explosion); // Unload texture
// Init variables for animation
const frame_width = @as(f32, @floatFromInt(explosion.width)) / num_frames_per_line; // Sprite one frame rectangle width
const frame_height = @as(f32, @floatFromInt(explosion.height)) / num_lines; // Sprite one frame rectangle height
var current_frame: u32 = 0;
var current_line: u32 = 0;
var frame_rec: rl.Rectangle = .{ .x = 0, .y = 0, .width = frame_width, .height = frame_height };
var position: rl.Vector2 = .{ .x = 0.0, .y = 0.0 };
var active = 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
// Check for mouse button pressed and activate explosion (if not active)
if (rl.isMouseButtonPressed(.left) and !active) {
position = rl.getMousePosition();
active = true;
position.x -= frame_width / 2.0;
position.y -= frame_height / 2.0;
rl.playSound(fx_boom);
}
// Compute explosion animation frames
if (active) {
frames_counter += 1;
if (frames_counter > 2) {
current_frame += 1;
if (current_frame >= num_frames_per_line) {
current_frame = 0;
current_line += 1;
if (current_line >= num_lines) {
current_line = 0;
active = false;
}
}
frames_counter = 0;
}
}
frame_rec.x = frame_width * @as(f32, @floatFromInt(current_frame));
frame_rec.y = frame_height * @as(f32, @floatFromInt(current_line));
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
// Draw explosion required frame rectangle
if (active) rl.drawTextureRec(explosion, frame_rec, position, .white);
}
}/*******************************************************************************************
*
* raylib [textures] example - sprite explosion
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 2.5, last time updated with raylib 3.5
*
* 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"
#define NUM_FRAMES_PER_LINE 5
#define NUM_LINES 5
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
InitAudioDevice();
// Load explosion sound
Sound fxBoom = LoadSound("resources/boom.wav");
// Load explosion texture
Texture2D explosion = LoadTexture("resources/explosion.png");
// Init variables for animation
float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
int currentFrame = 0;
int currentLine = 0;
Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
Vector2 position = { 0.0f, 0.0f };
bool active = false;
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
//----------------------------------------------------------------------------------
// Check for mouse button pressed and activate explosion (if not active)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !active)
{
position = GetMousePosition();
active = true;
position.x -= frameWidth/2.0f;
position.y -= frameHeight/2.0f;
PlaySound(fxBoom);
}
// Compute explosion animation frames
if (active)
{
framesCounter++;
if (framesCounter > 2)
{
currentFrame++;
if (currentFrame >= NUM_FRAMES_PER_LINE)
{
currentFrame = 0;
currentLine++;
if (currentLine >= NUM_LINES)
{
currentLine = 0;
active = false;
}
}
framesCounter = 0;
}
}
frameRec.x = frameWidth*currentFrame;
frameRec.y = frameHeight*currentLine;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw explosion required frame rectangle
if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(explosion); // Unload texture
UnloadSound(fxBoom); // Unload sound
CloseAudioDevice();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.