Function macroquad::shapes::draw_line

source ·
pub fn draw_line(
    x1: f32,
    y1: f32,
    x2: f32,
    y2: f32,
    thickness: f32,
    color: Color
)
Expand description

Draws a line between points [x1, y1] and [x2, y2] with a given thickness and color.

Examples found in repository?
examples/camera_transformations.rs (line 16)
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fn draw_cross(x: f32, y: f32, color: Color) {
    let size = 0.1;
    let thickness = 0.005;
    draw_line(x - size, y, x + size, y, thickness, color);
    draw_line(x, y - size, x, y + size, thickness, color);
}

#[macroquad::main("Camera")]
async fn main() {
    let mut target = (0., 0.);
    let mut zoom = 1.0;
    let mut rotation = 0.0;
    let mut smooth_rotation: f32 = 0.0;
    let mut offset = (0., 0.);

    loop {
        if is_key_down(KeyCode::W) {
            target.1 -= 0.1;
        }
        if is_key_down(KeyCode::S) {
            target.1 += 0.1;
        }
        if is_key_down(KeyCode::A) {
            target.0 += 0.1;
        }
        if is_key_down(KeyCode::D) {
            target.0 -= 0.1;
        }
        if is_key_down(KeyCode::Left) {
            offset.0 -= 0.1;
        }
        if is_key_down(KeyCode::Right) {
            offset.0 += 0.1;
        }
        if is_key_down(KeyCode::Up) {
            offset.1 += 0.1;
        }
        if is_key_down(KeyCode::Down) {
            offset.1 -= 0.1;
        }
        #[cfg(not(target_arch = "wasm32"))]
        if is_key_down(KeyCode::Q) | is_key_down(KeyCode::Escape) {
            break;
        }

        match mouse_wheel() {
            (_x, y) if y != 0.0 => {
                // Normalize mouse wheel values is browser (chromium: 53, firefox: 3)
                #[cfg(target_arch = "wasm32")]
                let y = if y < 0.0 {
                    -1.0
                } else if y > 0.0 {
                    1.0
                } else {
                    0.0
                };
                if is_key_down(KeyCode::LeftControl) {
                    zoom *= 1.1f32.powf(y);
                } else {
                    rotation += 10.0 * y;
                    rotation = match rotation {
                        angle if angle >= 360.0 => angle - 360.0,
                        angle if angle < 0.0 => angle + 360.0,
                        angle => angle,
                    }
                }
            }
            _ => (),
        }

        smooth_rotation = angle_lerp(smooth_rotation, rotation, 0.1);

        clear_background(LIGHTGRAY);

        set_camera(&Camera2D {
            target: vec2(target.0, target.1),
            ..Default::default()
        });
        draw_cross(0., 0., RED);

        set_camera(&Camera2D {
            target: vec2(target.0, target.1),
            rotation: smooth_rotation,
            ..Default::default()
        });
        draw_cross(0., 0., GREEN);

        set_camera(&Camera2D {
            target: vec2(target.0, target.1),
            rotation: smooth_rotation,
            zoom: vec2(zoom, zoom * screen_width() / screen_height()),
            ..Default::default()
        });
        draw_cross(0., 0., BLUE);

        set_camera(&Camera2D {
            target: vec2(target.0, target.1),
            rotation: smooth_rotation,
            zoom: vec2(zoom, zoom * screen_width() / screen_height()),
            offset: vec2(offset.0, offset.1),
            ..Default::default()
        });

        // Render some primitives in camera space
        draw_line(-0.4, 0.4, -0.8, 0.9, 0.05, BLUE);
        draw_rectangle(-0.3, 0.3, 0.2, 0.2, GREEN);
        draw_circle(0., 0., 0.1, YELLOW);

        // Back to screen space, render some text
        set_default_camera();
        draw_text(
            format!("target (WASD keys) = ({:+.2}, {:+.2})", target.0, target.1).as_str(),
            10.0,
            10.0,
            15.0,
            BLACK,
        );
        draw_text(
            format!("rotation (mouse wheel) = {} degrees", rotation).as_str(),
            10.0,
            25.0,
            15.0,
            BLACK,
        );
        draw_text(
            format!("zoom (ctrl + mouse wheel) = {:.2}", zoom).as_str(),
            10.0,
            40.0,
            15.0,
            BLACK,
        );
        draw_text(
            format!("offset (arrow keys) = ({:+.2}, {:+.2})", offset.0, offset.1).as_str(),
            10.0,
            55.0,
            15.0,
            BLACK,
        );
        draw_text("HELLO", 30.0, 200.0, 30.0, BLACK);

        next_frame().await
    }
}
More examples
Hide additional examples
examples/basic_shapes.rs (line 8)
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async fn main() {
    loop {
        clear_background(LIGHTGRAY);

        draw_line(40.0, 40.0, 100.0, 200.0, 15.0, BLUE);
        draw_rectangle(screen_width() / 2.0 - 60.0, 100.0, 120.0, 60.0, GREEN);
        draw_circle(screen_width() - 30.0, screen_height() - 30.0, 15.0, YELLOW);

        draw_text("HELLO", 20.0, 20.0, 30.0, DARKGRAY);

        next_frame().await
    }
}
examples/camera.rs (line 14)
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async fn main() {
    loop {
        clear_background(LIGHTGRAY);

        // Render some primitives in camera space

        set_camera(&Camera2D {
            zoom: vec2(1., screen_width() / screen_height()),
            ..Default::default()
        });
        draw_line(-0.4, 0.4, -0.8, 0.9, 0.05, BLUE);
        draw_rectangle(-0.3, 0.3, 0.2, 0.2, GREEN);
        draw_circle(0., 0., 0.1, YELLOW);

        // Back to screen space, render some text

        set_default_camera();
        draw_text("HELLO", 30.0, 200.0, 30.0, BLACK);

        next_frame().await
    }
}
examples/post_processing.rs (line 29)
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async fn main() {
    let render_target = render_target(320, 150);
    render_target.texture.set_filter(FilterMode::Nearest);

    let material = load_material(
        ShaderSource::Glsl {
            vertex: CRT_VERTEX_SHADER,
            fragment: CRT_FRAGMENT_SHADER,
        },
        Default::default(),
    )
    .unwrap();

    loop {
        // drawing to the texture

        // 0..100, 0..100 camera
        set_camera(&Camera2D {
            zoom: vec2(0.01, 0.01),
            target: vec2(0.0, 0.0),
            render_target: Some(render_target.clone()),
            ..Default::default()
        });

        clear_background(LIGHTGRAY);
        draw_line(-30.0, 45.0, 30.0, 45.0, 3.0, BLUE);
        draw_circle(-45.0, -35.0, 20.0, YELLOW);
        draw_circle(45.0, -35.0, 20.0, GREEN);

        // drawing to the screen

        set_default_camera();

        clear_background(WHITE);
        gl_use_material(&material);
        draw_texture_ex(
            &render_target.texture,
            0.,
            0.,
            WHITE,
            DrawTextureParams {
                dest_size: Some(vec2(screen_width(), screen_height())),
                ..Default::default()
            },
        );
        gl_use_default_material();

        next_frame().await;
    }
}
examples/raw_miniquad.rs (line 22)
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async fn main() {
    let stage = {
        let InternalGlContext {
            quad_context: ctx, ..
        } = unsafe { get_internal_gl() };

        raw_miniquad::Stage::new(ctx)
    };

    loop {
        clear_background(LIGHTGRAY);

        // Render some primitives in camera space

        set_camera(&Camera2D {
            zoom: vec2(1., screen_width() / screen_height()),
            ..Default::default()
        });
        draw_line(-0.4, 0.4, -0.8, 0.9, 0.05, BLUE);
        draw_rectangle(-0.3, 0.3, 0.2, 0.2, GREEN);
        draw_circle(0., 0., 0.1, YELLOW);

        {
            let mut gl = unsafe { get_internal_gl() };

            // Ensure that macroquad's shapes are not going to be lost
            gl.flush();

            let t = get_time();

            gl.quad_context.apply_pipeline(&stage.pipeline);

            gl.quad_context
                .begin_default_pass(miniquad::PassAction::Nothing);
            gl.quad_context.apply_bindings(&stage.bindings);

            for i in 0..10 {
                let t = t + i as f64 * 0.3;

                gl.quad_context
                    .apply_uniforms(miniquad::UniformsSource::table(
                        &raw_miniquad::shader::Uniforms {
                            offset: (t.sin() as f32 * 0.5, (t * 3.).cos() as f32 * 0.5),
                        },
                    ));
                gl.quad_context.draw(0, 6, 1);
            }
            gl.quad_context.end_render_pass();
        }

        // Back to screen space, render some text

        set_default_camera();
        draw_text("HELLO", 30.0, 200.0, 30.0, BLACK);

        next_frame().await
    }
}
examples/snake.rs (lines 87-94)
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async fn main() {
    let mut snake = Snake {
        head: (0, 0),
        dir: (1, 0),
        body: LinkedList::new(),
    };
    let mut fruit: Point = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
    let mut score = 0;
    let mut speed = 0.3;
    let mut last_update = get_time();
    let mut navigation_lock = false;
    let mut game_over = false;

    let up = (0, -1);
    let down = (0, 1);
    let right = (1, 0);
    let left = (-1, 0);

    loop {
        if !game_over {
            if is_key_down(KeyCode::Right) && snake.dir != left && !navigation_lock {
                snake.dir = right;
                navigation_lock = true;
            } else if is_key_down(KeyCode::Left) && snake.dir != right && !navigation_lock {
                snake.dir = left;
                navigation_lock = true;
            } else if is_key_down(KeyCode::Up) && snake.dir != down && !navigation_lock {
                snake.dir = up;
                navigation_lock = true;
            } else if is_key_down(KeyCode::Down) && snake.dir != up && !navigation_lock {
                snake.dir = down;
                navigation_lock = true;
            }

            if get_time() - last_update > speed {
                last_update = get_time();
                snake.body.push_front(snake.head);
                snake.head = (snake.head.0 + snake.dir.0, snake.head.1 + snake.dir.1);
                if snake.head == fruit {
                    fruit = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
                    score += 100;
                    speed *= 0.9;
                } else {
                    snake.body.pop_back();
                }
                if snake.head.0 < 0
                    || snake.head.1 < 0
                    || snake.head.0 >= SQUARES
                    || snake.head.1 >= SQUARES
                {
                    game_over = true;
                }
                for (x, y) in &snake.body {
                    if *x == snake.head.0 && *y == snake.head.1 {
                        game_over = true;
                    }
                }
                navigation_lock = false;
            }
        }
        if !game_over {
            clear_background(LIGHTGRAY);

            let game_size = screen_width().min(screen_height());
            let offset_x = (screen_width() - game_size) / 2. + 10.;
            let offset_y = (screen_height() - game_size) / 2. + 10.;
            let sq_size = (screen_height() - offset_y * 2.) / SQUARES as f32;

            draw_rectangle(offset_x, offset_y, game_size - 20., game_size - 20., WHITE);

            for i in 1..SQUARES {
                draw_line(
                    offset_x,
                    offset_y + sq_size * i as f32,
                    screen_width() - offset_x,
                    offset_y + sq_size * i as f32,
                    2.,
                    LIGHTGRAY,
                );
            }

            for i in 1..SQUARES {
                draw_line(
                    offset_x + sq_size * i as f32,
                    offset_y,
                    offset_x + sq_size * i as f32,
                    screen_height() - offset_y,
                    2.,
                    LIGHTGRAY,
                );
            }

            draw_rectangle(
                offset_x + snake.head.0 as f32 * sq_size,
                offset_y + snake.head.1 as f32 * sq_size,
                sq_size,
                sq_size,
                DARKGREEN,
            );

            for (x, y) in &snake.body {
                draw_rectangle(
                    offset_x + *x as f32 * sq_size,
                    offset_y + *y as f32 * sq_size,
                    sq_size,
                    sq_size,
                    LIME,
                );
            }

            draw_rectangle(
                offset_x + fruit.0 as f32 * sq_size,
                offset_y + fruit.1 as f32 * sq_size,
                sq_size,
                sq_size,
                GOLD,
            );

            draw_text(format!("SCORE: {score}").as_str(), 10., 20., 20., DARKGRAY);
        } else {
            clear_background(WHITE);
            let text = "Game Over. Press [enter] to play again.";
            let font_size = 30.;
            let text_size = measure_text(text, None, font_size as _, 1.0);

            draw_text(
                text,
                screen_width() / 2. - text_size.width / 2.,
                screen_height() / 2. + text_size.height / 2.,
                font_size,
                DARKGRAY,
            );

            if is_key_down(KeyCode::Enter) {
                snake = Snake {
                    head: (0, 0),
                    dir: (1, 0),
                    body: LinkedList::new(),
                };
                fruit = (rand::gen_range(0, SQUARES), rand::gen_range(0, SQUARES));
                score = 0;
                speed = 0.3;
                last_update = get_time();
                game_over = false;
            }
        }
        next_frame().await;
    }
}