How to use the raylib.BLACK function in raylib

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github RobLoach / node-raylib / examples / core / core_2d_camera.js View on Github external
r.DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, r.GREEN);
      r.DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, r.GREEN);

    r.EndMode2D();

    r.DrawText("SCREEN AREA", 640, 10, 20, r.RED);

    r.DrawRectangle(0, 0, screenWidth, 5, r.RED);
    r.DrawRectangle(0, 5, 5, screenHeight - 10, r.RED);
    r.DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, r.RED);
    r.DrawRectangle(0, screenHeight - 5, screenWidth, 5, r.RED);

    r.DrawRectangle( 10, 10, 250, 113, r.Fade(r.SKYBLUE, 0.5));
    r.DrawRectangleLines( 10, 10, 250, 113, r.BLUE);

    r.DrawText("Free 2d camera controls:", 20, 20, 10, r.BLACK);
    r.DrawText("- Right/Left to move Offset", 40, 40, 10, r.DARKGRAY);
    r.DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, r.DARKGRAY);
    r.DrawText("- A / S to Rotate", 40, 80, 10, r.DARKGRAY);
    r.DrawText("- R to reset Zoom and Rotation", 40, 100, 10, r.DARKGRAY);

  r.EndDrawing();
  //----------------------------------------------------------------------------------
}

// De-Initialization
//--------------------------------------------------------------------------------------
r.CloseWindow();        // Close window and OpenGL context
//--------------------------------------------------------------------------------------
github taniarascia / chip8 / scripts / native.js View on Github external
const nativeKeyMap = require('../data/nativeKeyMap')

const multiplier = 10
const screenWidth = DISPLAY_WIDTH * multiplier
const screenHeight = DISPLAY_HEIGHT * multiplier

// Instantiation
const cpu = new CPU(cpuInterface)
const romBuffer = new RomBuffer(fileContents)
const cpuInterface = new NativeCpuInterface()

cpu.load(romBuffer)

r.InitWindow(screenWidth, screenHeight, 'Chip8.js')
r.SetTargetFPS(60)
r.ClearBackground(r.BLACK)

let timer = 0

while (!r.WindowShouldClose()) {
  timer++
  if (timer % 5 === 0) {
    cpu.tick()
    timer = 0
  }

  // Interpret key data
  const rawKeyPressed = r.GetKeyPressed()
  const keyIndex = nativeKeyMap.findIndex(key => rawKeyPressed === key)

  // Keydown event
  if (keyIndex) {
github RobLoach / node-raylib / examples / core / core_3d_camera_first_person.js View on Github external
r.DrawCube(r.Vector3(16, 2.5, 0), 1, 5, 32, r.LIME);      // Draw a green wall
            r.DrawCube(r.Vector3(0, 2.5, 16), 32, 5, 1, r.GOLD);      // Draw a yellow wall

            // Draw some cubes around
            for (let i = 0; i < MAX_COLUMNS; i++)
            {
                r.DrawCube(positions[i], 2, heights[i], 2, colors[i]);
                r.DrawCubeWires(positions[i], 2, heights[i], 2, r.MAROON);
            }

        r.EndMode3D();

        r.DrawRectangle( 10, 10, 220, 70, r.Fade(r.SKYBLUE, 0.5));
        r.DrawRectangleLines( 10, 10, 220, 70, r.BLUE);

        r.DrawText("First person camera default controls:", 20, 20, 10, r.BLACK);
        r.DrawText("- Move with keys: W, A, S, D", 40, 40, 10, r.DARKGRAY);
        r.DrawText("- Mouse move to look around", 40, 60, 10, r.DARKGRAY);

    r.EndDrawing();
    //----------------------------------------------------------------------------------
}

// De-Initialization
//--------------------------------------------------------------------------------------
r.CloseWindow();        // Close window and OpenGL context
//--------------------------------------------------------------------------------------
github RobLoach / node-raylib / examples / core / core_world_screen.js View on Github external
// Draw
    //----------------------------------------------------------------------------------
    r.BeginDrawing()

        r.ClearBackground(r.RAYWHITE)

        r.BeginMode3D(camera)

            r.DrawCube(cubePosition, 2, 2, 2, r.RED);
            r.DrawCubeWires(cubePosition, 2, 2, 2, r.MAROON);

            r.DrawGrid(10, 1);

        r.EndMode3D();

        r.DrawText("Enemy: 100 / 100", cubeScreenPosition.x - r.MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, r.BLACK);
        r.DrawText("Text is always on top of the cube", (screenWidth - r.MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, r.GRAY);

    r.EndDrawing();
    //----------------------------------------------------------------------------------
}

// De-Initialization
//--------------------------------------------------------------------------------------
r.CloseWindow();        // Close window and OpenGL context
//--------------------------------------------------------------------------------------
github taniarascia / chip8 / scripts / native.js View on Github external
x: j * multiplier,
            y: i * multiplier,
            width: multiplier,
            height: multiplier,
          },
          r.GREEN
        )
      } else {
        r.DrawRectangleRec(
          {
            x: j * multiplier,
            y: i * multiplier,
            width: multiplier,
            height: multiplier,
          },
          r.BLACK
        )
      }
    })
  })