Xcode调用raylib图形库

Xcode调用raylib图形库

操作环境:

  • MacBook Pro (16-inch, 2019)

  • macOS Big Sur 11.3

    系统版本

  • Xcode 12.5 (12E262)

    Xcode版本

具体操作步骤:

1. raylib图形库的下载与准备

  • 从GitHub中下载raylib:raylib-master.zip,其中包含所有必需的文件:源代码、示例、模板、游戏…

  • 解压raylib-master.zip(如果使用Safari浏览器,将自动解压缩)。

  • 在终端中访问raylib-master/src目录:

    cd /.../raylib-master/src
    
  • 使用终端的以下命令编译raylib库:

    make PLATFORM=PLATFORM_DESKTOP
    

    如果以上步骤一切正常,raylib-master/src目录中应有libraylib.a文件被创建。

2. 将生成的raylib库添加到Xcode项目中

  • 创建一个Command Line Tool项目,选择语言为C。

  • 在项目中添加所需框架和库:

    1. Cocoa.framework
    2. CoreVideo.framework
    3. IOKit.framework
    4. libraylib.a(从raylib-master/src中直接拖入即可)
    5. OpenGL.framework

    添加框架

  • 添加raylib.h头文件及libraylib.a库的搜索路径/.../raylib-master/src

    添加路径

3. 测试

  • 附上raylib官网的贪吃蛇游戏测试代码(只需将代码复制到main.c文件中即可):

    /*******************************************************************************************
    *
    *   raylib - sample game: snake
    *
    *   Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
    *
    *   This game has been created using raylib v1.3 (www.raylib.com)
    *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
    *
    *   Copyright (c) 2015 Ramon Santamaria (@raysan5)
    *
    ********************************************************************************************/
    
    #include "raylib.h"
    
    #if defined(PLATFORM_WEB)
        #include <emscripten/emscripten.h>
    #endif
    
    //----------------------------------------------------------------------------------
    // Some Defines
    //----------------------------------------------------------------------------------
    #define SNAKE_LENGTH   256
    #define SQUARE_SIZE     31
    
    //----------------------------------------------------------------------------------
    // Types and Structures Definition
    //----------------------------------------------------------------------------------
    typedef struct Snake {
        Vector2 position;
        Vector2 size;
        Vector2 speed;
        Color color;
    } Snake;
    
    typedef struct Food {
        Vector2 position;
        Vector2 size;
        bool active;
        Color color;
    } Food;
    
    //------------------------------------------------------------------------------------
    // Global Variables Declaration
    //------------------------------------------------------------------------------------
    static const int screenWidth = 800;
    static const int screenHeight = 450;
    
    static int framesCounter = 0;
    static bool gameOver = false;
    static bool pause = false;
    
    static Food fruit = { 0 };
    static Snake snake[SNAKE_LENGTH] = { 0 };
    static Vector2 snakePosition[SNAKE_LENGTH] = { 0 };
    static bool allowMove = false;
    static Vector2 offset = { 0 };
    static int counterTail = 0;
    
    //------------------------------------------------------------------------------------
    // Module Functions Declaration (local)
    //------------------------------------------------------------------------------------
    static void InitGame(void);         // Initialize game
    static void UpdateGame(void);       // Update game (one frame)
    static void DrawGame(void);         // Draw game (one frame)
    static void UnloadGame(void);       // Unload game
    static void UpdateDrawFrame(void);  // Update and Draw (one frame)
    
    //------------------------------------------------------------------------------------
    // Program main entry point
    //------------------------------------------------------------------------------------
    int main(void)
    {
        // Initialization (Note windowTitle is unused on Android)
        //---------------------------------------------------------
        InitWindow(screenWidth, screenHeight, "sample game: snake");
    
        InitGame();
    
    #if defined(PLATFORM_WEB)
        emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
    #else
        SetTargetFPS(60);
        //--------------------------------------------------------------------------------------
    
        // Main game loop
        while (!WindowShouldClose())    // Detect window close button or ESC key
        {
            // Update and Draw
            //----------------------------------------------------------------------------------
            UpdateDrawFrame();
            //----------------------------------------------------------------------------------
        }
    #endif
        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadGame();         // Unload loaded data (textures, sounds, models...)
        
        CloseWindow();        // Close window and OpenGL context
        //--------------------------------------------------------------------------------------
    
        return 0;
    }
    
    //------------------------------------------------------------------------------------
    // Module Functions Definitions (local)
    //------------------------------------------------------------------------------------
    
    // Initialize game variables
    void InitGame(void)
    {
        framesCounter = 0;
        gameOver = false;
        pause = false;
        
        counterTail = 1;
        allowMove = false;
    
        offset.x = screenWidth%SQUARE_SIZE;
        offset.y = screenHeight%SQUARE_SIZE;
    
        for (int i = 0; i < SNAKE_LENGTH; i++)
        {
            snake[i].position = (Vector2){ offset.x/2, offset.y/2 };
            snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
            snake[i].speed = (Vector2){ SQUARE_SIZE, 0 };
    
            if (i == 0) snake[i].color = DARKBLUE;
            else snake[i].color = BLUE;
        }
    
        for (int i = 0; i < SNAKE_LENGTH; i++)
        {
            snakePosition[i] = (Vector2){ 0.0f, 0.0f };
        }
    
        fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
        fruit.color = SKYBLUE;
        fruit.active = false;
    }
    
    // Update game (one frame)
    void UpdateGame(void)
    {
        if (!gameOver)
        {
            if (IsKeyPressed('P')) pause = !pause;
            
            if (!pause)
            {
                // Player control
                if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove)
                {
                    snake[0].speed = (Vector2){ SQUARE_SIZE, 0 };
                    allowMove = false;
                }
                if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove)
                {
                    snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 };
                    allowMove = false;
                }
                if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove)
                {
                    snake[0].speed = (Vector2){ 0, -SQUARE_SIZE };
                    allowMove = false;
                }
                if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove)
                {
                    snake[0].speed = (Vector2){ 0, SQUARE_SIZE };
                    allowMove = false;
                }
    
                // Snake movement
                for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position;
    
                if ((framesCounter%5) == 0)
                {
                    for (int i = 0; i < counterTail; i++)
                    {
                        if (i == 0)
                        {
                            snake[0].position.x += snake[0].speed.x;
                            snake[0].position.y += snake[0].speed.y;
                            allowMove = true;
                        }
                        else snake[i].position = snakePosition[i-1];
                    }
                }
    
                // Wall behaviour
                if (((snake[0].position.x) > (screenWidth - offset.x)) || 
                    ((snake[0].position.y) > (screenHeight - offset.y)) ||
                    (snake[0].position.x < 0) || (snake[0].position.y < 0))
                {
                    gameOver = true;
                }
    
                // Collision with yourself
                for (int i = 1; i < counterTail; i++)
                {
                    if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = true;
                }
    
                // Fruit position calculation
                if (!fruit.active)
                {
                    fruit.active = true;
                    fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
    
                    for (int i = 0; i < counterTail; i++)
                    {
                        while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y))
                        {
                            fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
                            i = 0;
                        }
                    }
                }
    
                // Collision
                if ((snake[0].position.x < (fruit.position.x + fruit.size.x) && (snake[0].position.x + snake[0].size.x) > fruit.position.x) &&
                    (snake[0].position.y < (fruit.position.y + fruit.size.y) && (snake[0].position.y + snake[0].size.y) > fruit.position.y))
                {
                    snake[counterTail].position = snakePosition[counterTail - 1];
                    counterTail += 1;
                    fruit.active = false;
                }
    
                framesCounter++;
            }
        }
        else
        {
            if (IsKeyPressed(KEY_ENTER))
            {
                InitGame();
                gameOver = false;
            }
        }
    }
    
    // Draw game (one frame)
    void DrawGame(void)
    {
        BeginDrawing();
    
            ClearBackground(RAYWHITE);
            
            if (!gameOver)
            {
                // Draw grid lines
                for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++)
                {
                    DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY);
                }
    
                for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++)
                {
                    DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY);
                }
    
                // Draw snake
                for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color);
    
                // Draw fruit to pick
                DrawRectangleV(fruit.position, fruit.size, fruit.color);
    
                if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
            }
            else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
    
        EndDrawing();
    }
    
    // Unload game variables
    void UnloadGame(void)
    {
        // TODO: Unload all dynamic loaded data (textures, sounds, models...)
    }
    
    // Update and Draw (one frame)
    void UpdateDrawFrame(void)
    {
        UpdateGame();
        DrawGame();
    }
    
  • 测试结果:

    贪吃蛇

  • 17
    点赞
  • 20
    收藏
    觉得还不错? 一键收藏
  • 10
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 10
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值