import std.stdio; import std.datetime; struct Texture2D { uint id; int width; int height; int mipmaps; int format; } struct Vector2 { float x; float y; } struct Color { ubyte r; ubyte g; ubyte b; ubyte a; } extern(C): void InitWindow(int width, int height, const char* title); void CloseWindow(); void SetTargetFPS(int fps); void SetRandomSeed(uint seed); int GetRandomValue(int min, int max); Texture2D LoadTexture(const char* file_name); void UnloadTexture(Texture2D texture); bool WindowShouldClose(); float GetFrameTime(); void BeginDrawing(); void ClearBackground(Color color); void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); void EndDrawing(); const int WINDOW_WIDTH = 800; const int WINDOW_HEIGHT = 600; const float LOGO_SCALE = 0.1f; const float LOGO_SPEED = 300; const Color BLACK = Color(0, 0, 0, 255); const Color WHITE = Color(255, 255, 255, 255); void main() { InitWindow(800, 600, "Raylib in D"); SetTargetFPS(60); SetRandomSeed(cast(uint)Clock.currStdTime()); Texture2D logo_texture = LoadTexture("./d_logo.png"); int logo_width = cast(int)(logo_texture.width * LOGO_SCALE); int logo_height = cast(int)(logo_texture.height * LOGO_SCALE); float x = GetRandomValue(0, WINDOW_WIDTH - logo_width); float y = GetRandomValue(0, WINDOW_HEIGHT - logo_height); float dx = LOGO_SPEED * (GetRandomValue(0, 1) ? -1 : 1); float dy = LOGO_SPEED * (GetRandomValue(0, 1) ? -1 : 1); while (!WindowShouldClose()) { float delta_time = GetFrameTime(); x += dx * delta_time; y += dy * delta_time; if (x < 0 || (x + logo_width) >= WINDOW_WIDTH - 1) { dx *= -1; x += dx * delta_time; } if (y < 0 || (y + logo_height) >= WINDOW_HEIGHT - 1) { dy *= -1; y += dy * delta_time; } BeginDrawing(); ClearBackground(BLACK); DrawTextureEx(logo_texture, Vector2(x, y), 0, LOGO_SCALE, WHITE); EndDrawing(); } UnloadTexture(logo_texture); CloseWindow(); }