diff --git a/examples/Makefile b/examples/Makefile
index 36faed3b322c..de02ae0858d7 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -541,6 +541,7 @@ CORE = \
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
+ shapes/shapes_bullet_hell \
shapes/shapes_circle_sector_drawing \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index b1b1f0779706..8c9707274276 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -541,6 +541,7 @@ CORE = \
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
+ shapes/shapes_bullet_hell \
shapes/shapes_circle_sector_drawing \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
@@ -807,6 +808,9 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+shapes/shapes_bullet_hell: shapes/shapes_bullet_hell.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
diff --git a/examples/README.md b/examples/README.md
index 48e83c85298c..92ea9aa07fb5 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
-## EXAMPLES COLLECTION [TOTAL: 164]
+## EXAMPLES COLLECTION [TOTAL: 165]
### category: core [38]
@@ -64,7 +64,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
| [core_undo_redo](core/core_undo_redo.c) |
| ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_actions](core/core_input_actions.c) |
| ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
-### category: shapes [20]
+### category: shapes [21]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@@ -72,6 +72,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [shapes_basic_shapes](shapes/shapes_basic_shapes.c) |
| ⭐☆☆☆ | 1.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) |
| ⭐☆☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
+| [shapes_bullet_hell](shapes/shapes_bullet_hell.c) |
| ⭐☆☆☆ | 5.6 | 5.6 | [Zero](https://github.com/zerohorsepower) |
| [shapes_colors_palette](shapes/shapes_colors_palette.c) |
| ⭐⭐☆☆ | 1.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_logo_raylib](shapes/shapes_logo_raylib.c) |
| ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) |
| ⭐⭐☆☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
diff --git a/examples/examples_list.txt b/examples/examples_list.txt
index b5682123f63c..6af9bb6ebef4 100644
--- a/examples/examples_list.txt
+++ b/examples/examples_list.txt
@@ -47,6 +47,7 @@ core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
+shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_logo_raylib_anim;★★☆☆;2.5;4.0;2014;2025;"Ramon Santamaria";@raysan5
diff --git a/examples/shapes/shapes_bullet_hell.c b/examples/shapes/shapes_bullet_hell.c
new file mode 100644
index 000000000000..011be9e846be
--- /dev/null
+++ b/examples/shapes/shapes_bullet_hell.c
@@ -0,0 +1,286 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - bullet hell
+*
+* Example complexity rating: [★☆☆☆] 1/4
+*
+* Example originally created with raylib 5.6, last time updated with raylib 5.6
+*
+* Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5)
+*
+* 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) 2025-2025 Zero (@zerohorsepower)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include // Required for: malloc(), free()
+#include // Required for: cosf(), sinf()
+
+#define MAX_BULLETS 500000 // Max bullets that 800x450 can keep on minimum settings is 130.000 bullets
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct Bullet {
+ Vector2 position;
+ Vector2 acceleration; // the amount of pixels to be incremented to position every frame
+ bool disabled; // skip processing and draw case out of screen
+ Color color;
+} Bullet;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
+
+ // Bullet
+ Bullet *bullets = (Bullet *)malloc(MAX_BULLETS*sizeof(Bullet)); // Bullets array
+ int bulletCount = 0;
+ int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
+ int bulletRadius = 10;
+ float bulletSpeed = 3.0f;
+ int bulletRows = 6;
+ Color bulletColor[2] = { RED, BLUE };
+
+ // Spawner
+ float baseDirection = 0;
+ int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
+ float spawnCooldown = 2;
+ float spawnCooldownTimer = spawnCooldown;
+
+ // Magic circle
+ float magicCircleRotation = 0;
+
+ // Used on performance drawing
+ RenderTexture bulletTexture = LoadRenderTexture(24, 24);
+
+ // Draw circle to bullet texture, then draw bullet using DrawTexture()
+ // This is being done to improve the performance, since DrawCircle() is slow
+ BeginDrawing();
+ BeginTextureMode(bulletTexture);
+ DrawCircle(12, 12, bulletRadius, WHITE);
+ DrawCircleLines(12, 12, bulletRadius, BLACK);
+ EndTextureMode();
+ EndDrawing();
+
+ bool drawInPerformanceMode = true;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Reset the bullet index
+ // New bullets will replace the old ones that are already disabled due to out-of-screen
+ if (bulletCount >= MAX_BULLETS)
+ {
+ bulletCount = 0;
+ bulletDisabledCount = 0;
+ }
+
+ spawnCooldownTimer--;
+ if (spawnCooldownTimer < 0)
+ {
+ spawnCooldownTimer = spawnCooldown;
+
+ // Spawn bullets
+ float degreesPerRow = 360.0f / bulletRows;
+ for (int row = 0; row < bulletRows; row++)
+ {
+
+ if (bulletCount < MAX_BULLETS)
+ {
+
+ bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
+ bullets[bulletCount].disabled = false;
+ bullets[bulletCount].color = bulletColor[row % 2];
+
+ float bulletDirection = baseDirection + (degreesPerRow * row);
+
+ // bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
+ // from the bullet position every frame. Since the bullets doesn't change its direction and speed,
+ // only need to calculate it at the spawning time.
+ // 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise.
+ // Case you want it to be anti-clockwise, add "* -1" at the y acceleration
+ bullets[bulletCount].acceleration = (Vector2){
+ bulletSpeed * cosf(bulletDirection * DEG2RAD),
+ bulletSpeed * sinf(bulletDirection * DEG2RAD)
+ };
+
+ bulletCount++;
+ }
+ }
+
+ baseDirection += angleIncrement;
+
+ }
+
+
+ // Update bullets position based on its acceleration
+ for (int i = 0; i < bulletCount; i++)
+ {
+
+ // Only update bullet if inside the screen
+ if (!bullets[i].disabled)
+ {
+
+ bullets[i].position.x += bullets[i].acceleration.x;
+ bullets[i].position.y += bullets[i].acceleration.y;
+
+ // Disable bullet if out of screen
+ if
+ (
+ bullets[i].position.x < -bulletRadius*2 ||
+ bullets[i].position.x > screenWidth + bulletRadius*2 ||
+ bullets[i].position.y < -bulletRadius*2 ||
+ bullets[i].position.y > screenHeight + bulletRadius*2
+ )
+ {
+ bullets[i].disabled = true;
+ bulletDisabledCount++;
+ }
+ }
+ }
+
+ // Input
+ if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && bulletRows < 359) bulletRows++;
+ if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && bulletRows > 1) bulletRows--;
+ if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
+ if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && bulletSpeed > 0.50f) bulletSpeed -= 0.25f;
+ if (IsKeyPressed(KEY_Z) && spawnCooldown > 1) spawnCooldown--;
+ if (IsKeyPressed(KEY_X)) spawnCooldown++;
+ if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
+
+ if (IsKeyDown(KEY_SPACE))
+ {
+ angleIncrement += 1;
+ angleIncrement %= 360;
+ }
+
+ if (IsKeyPressed(KEY_C))
+ {
+ bulletCount = 0;
+ bulletDisabledCount = 0;
+ }
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw magic circle
+ magicCircleRotation++;
+ DrawRectanglePro(
+ (Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
+ (Vector2) { 60, 60 },
+ magicCircleRotation,
+ PURPLE
+ );
+ DrawRectanglePro(
+ (Rectangle) { (float) screenWidth/2, (float) screenHeight/2, 120, 120 },
+ (Vector2) { 60, 60 },
+ magicCircleRotation + 45,
+ PURPLE
+ );
+ DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
+ DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
+ DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
+
+
+ // Draw bullets
+ // DrawInPerformanceMode = draw bullets using DrawTexture, DrawCircle is vary slow
+ if (drawInPerformanceMode)
+ {
+ for (int i = 0; i < bulletCount; i++)
+ {
+ // Do not draw disabled bullets (out of screen)
+ if (!bullets[i].disabled)
+ {
+ DrawTexture(
+ bulletTexture.texture,
+ bullets[i].position.x - bulletTexture.texture.width*0.5f,
+ bullets[i].position.y - bulletTexture.texture.height*0.5f,
+ bullets[i].color
+ );
+ }
+ }
+ } else {
+
+ for (int i = 0; i < bulletCount; i++)
+ {
+ // Do not draw disabled bullets (out of screen)
+ if (!bullets[i].disabled)
+ {
+ DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
+ DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
+ }
+ }
+ }
+
+ // Draw UI
+ DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 });
+ DrawText("Controls:", 20, 20, 10, LIGHTGRAY);
+ DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY);
+ DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY);
+ DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY);
+ DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY);
+ DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY);
+ DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
+
+ DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
+ if (drawInPerformanceMode)
+ {
+ DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
+ } else {
+ DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
+ }
+
+
+ DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
+ DrawText(
+ TextFormat(
+ "[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
+ GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed, angleIncrement, spawnCooldown
+ ),
+ 155,
+ 420,
+ 10,
+ GREEN
+ );
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ UnloadRenderTexture(bulletTexture);
+
+ free(bullets);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
\ No newline at end of file
diff --git a/examples/shapes/shapes_bullet_hell.png b/examples/shapes/shapes_bullet_hell.png
new file mode 100644
index 000000000000..cf8e5d8f638b
Binary files /dev/null and b/examples/shapes/shapes_bullet_hell.png differ