diff options
| author | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
| commit | dcf52c132fb0ca28f37dae9d957155e2541df812 (patch) | |
| tree | b6c263e59daba00fc33badd0a45fa6756d5df14c /examples/core | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/core')
| -rw-r--r-- | examples/core/core_2d_camera.c | 2 | ||||
| -rw-r--r-- | examples/core/core_2d_camera_platformer.c | 74 | ||||
| -rw-r--r-- | examples/core/core_basic_window_web.c | 2 | ||||
| -rw-r--r-- | examples/core/core_quat_conversion.c | 36 | ||||
| -rw-r--r-- | examples/core/core_vr_simulator.c | 30 | ||||
| -rw-r--r-- | examples/core/core_window_letterbox.c | 6 |
6 files changed, 75 insertions, 75 deletions
diff --git a/examples/core/core_2d_camera.c b/examples/core/core_2d_camera.c index 0b4754f7..7336bbbd 100644 --- a/examples/core/core_2d_camera.c +++ b/examples/core/core_2d_camera.c @@ -54,7 +54,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - + // Player movement if (IsKeyDown(KEY_RIGHT)) player.x += 2; else if (IsKeyDown(KEY_LEFT)) player.x -= 2; diff --git a/examples/core/core_2d_camera_platformer.c b/examples/core/core_2d_camera_platformer.c index db8c9f45..9ab20492 100644 --- a/examples/core/core_2d_camera_platformer.c +++ b/examples/core/core_2d_camera_platformer.c @@ -46,7 +46,7 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); Player player = { 0 }; @@ -60,7 +60,7 @@ int main(void) {{ 250, 300, 100, 10 }, 1, GRAY }, {{ 650, 300, 100, 10 }, 1, GRAY } }; - + int envItemsLength = sizeof(envItems)/sizeof(envItems[0]); Camera2D camera = { 0 }; @@ -77,10 +77,10 @@ int main(void) UpdateCameraEvenOutOnLanding, UpdateCameraPlayerBoundsPush }; - + int cameraOption = 0; int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]); - + char *cameraDescriptions[] = { "Follow player center", "Follow player center, but clamp to map edges", @@ -88,25 +88,25 @@ int main(void) "Follow player center horizontally; updateplayer center vertically after landing", "Player push camera on getting too close to screen edge" }; - + SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop - while (!WindowShouldClose()) + while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- float deltaTime = GetFrameTime(); - + UpdatePlayer(&player, envItems, envItemsLength, deltaTime); camera.zoom += ((float)GetMouseWheelMove()*0.05f); - + if (camera.zoom > 3.0f) camera.zoom = 3.0f; else if (camera.zoom < 0.25f) camera.zoom = 0.25f; - - if (IsKeyPressed(KEY_R)) + + if (IsKeyPressed(KEY_R)) { camera.zoom = 1.0f; player.position = (Vector2){ 400, 280 }; @@ -125,12 +125,12 @@ int main(void) ClearBackground(LIGHTGRAY); BeginMode2D(camera); - + for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color); Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 }; DrawRectangleRec(playerRect, RED); - + EndMode2D(); DrawText("Controls:", 20, 20, 10, BLACK); @@ -140,7 +140,7 @@ int main(void) DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY); DrawText("Current camera mode:", 20, 120, 10, BLACK); DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY); - + EndDrawing(); //---------------------------------------------------------------------------------- } @@ -157,35 +157,35 @@ void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float d { if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta; if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta; - if (IsKeyDown(KEY_SPACE) && player->canJump) + if (IsKeyDown(KEY_SPACE) && player->canJump) { player->speed = -PLAYER_JUMP_SPD; player->canJump = false; } int hitObstacle = 0; - for (int i = 0; i < envItemsLength; i++) + for (int i = 0; i < envItemsLength; i++) { EnvItem *ei = envItems + i; Vector2 *p = &(player->position); if (ei->blocking && - ei->rect.x <= p->x && + ei->rect.x <= p->x && ei->rect.x + ei->rect.width >= p->x && ei->rect.y >= p->y && - ei->rect.y < p->y + player->speed*delta) + ei->rect.y < p->y + player->speed*delta) { hitObstacle = 1; player->speed = 0.0f; p->y = ei->rect.y; } } - - if (!hitObstacle) + + if (!hitObstacle) { player->position.y += player->speed*delta; player->speed += G*delta; player->canJump = false; - } + } else player->canJump = true; } @@ -200,7 +200,7 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI camera->target = player->position; camera->offset = (Vector2){ width/2.0f, height/2.0f }; float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000; - + for (int i = 0; i < envItemsLength; i++) { EnvItem *ei = envItems + i; @@ -209,10 +209,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI minY = fminf(ei->rect.y, minY); maxY = fmaxf(ei->rect.y + ei->rect.height, maxY); } - + Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera); Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera); - + if (max.x < width) camera->offset.x = width - (max.x - width/2); if (max.y < height) camera->offset.y = height - (max.y - height/2); if (min.x > 0) camera->offset.x = width/2 - min.x; @@ -224,11 +224,11 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e static float minSpeed = 30; static float minEffectLength = 10; static float fractionSpeed = 0.8f; - + camera->offset = (Vector2){ width/2.0f, height/2.0f }; Vector2 diff = Vector2Subtract(player->position, camera->target); float length = Vector2Length(diff); - + if (length > minEffectLength) { float speed = fmaxf(fractionSpeed*length, minSpeed); @@ -241,34 +241,34 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env static float evenOutSpeed = 700; static int eveningOut = false; static float evenOutTarget; - + camera->offset = (Vector2){ width/2.0f, height/2.0f }; camera->target.x = player->position.x; - + if (eveningOut) { - if (evenOutTarget > camera->target.y) + if (evenOutTarget > camera->target.y) { camera->target.y += evenOutSpeed*delta; - - if (camera->target.y > evenOutTarget) + + if (camera->target.y > evenOutTarget) { camera->target.y = evenOutTarget; eveningOut = 0; } - } - else + } + else { camera->target.y -= evenOutSpeed*delta; - - if (camera->target.y < evenOutTarget) + + if (camera->target.y < evenOutTarget) { camera->target.y = evenOutTarget; eveningOut = 0; } } - } - else + } + else { if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y)) { @@ -278,7 +278,7 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env } } -void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) +void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) { static Vector2 bbox = { 0.2f, 0.2f }; diff --git a/examples/core/core_basic_window_web.c b/examples/core/core_basic_window_web.c index 1ecb22f3..8ce1922a 100644 --- a/examples/core/core_basic_window_web.c +++ b/examples/core/core_basic_window_web.c @@ -46,7 +46,7 @@ int main() #else SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c index a7ea8247..cca6f01e 100644 --- a/examples/core/core_quat_conversion.c +++ b/examples/core/core_quat_conversion.c @@ -26,7 +26,7 @@ int main(void) const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions"); - + Camera3D camera = { 0 }; camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point @@ -34,9 +34,9 @@ int main(void) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera mode type - Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); + Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); Model model = LoadModelFromMesh(mesh); - + // Some required variables Quaternion q1 = { 0 }; Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 }; @@ -44,7 +44,7 @@ int main(void) SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -60,28 +60,28 @@ int main(void) if (v1.x > PI*2) v1.x -= PI*2; if (v1.y > PI*2) v1.y -= PI*2; if (v1.z > PI*2) v1.z -= PI*2; - + q1 = QuaternionFromEuler(v1.x, v1.y, v1.z); m1 = MatrixRotateZYX(v1); m2 = QuaternionToMatrix(q1); q1 = QuaternionFromMatrix(m1); m3 = QuaternionToMatrix(q1); - - v2 = QuaternionToEuler(q1); - v2.x *= DEG2RAD; - v2.y *= DEG2RAD; - v2.z *= DEG2RAD; - + + v2 = QuaternionToEuler(q1); + v2.x *= DEG2RAD; + v2.y *= DEG2RAD; + v2.z *= DEG2RAD; + m4 = MatrixRotateZYX(v2); //-------------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); - + BeginMode3D(camera); model.transform = m1; @@ -94,19 +94,19 @@ int main(void) DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED); DrawGrid(10, 1.0f); - + EndMode3D(); - + if (v2.x < 0) v2.x += PI*2; if (v2.y < 0) v2.y += PI*2; if (v2.z < 0) v2.z += PI*2; - + Color cx,cy,cz; cx = cy = cz = BLACK; if (v1.x == v2.x) cx = GREEN; if (v1.y == v2.y) cy = GREEN; if (v1.z == v2.z) cz = GREEN; - + DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx); DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy); DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz); @@ -122,7 +122,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload model data (mesh and materials) - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index b57e1f7f..bba90b82 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -38,9 +38,9 @@ int main(void) .eyeToScreenDistance = 0.041f, // Distance between eye and display in meters .lensSeparationDistance = 0.07f, // Lens separation distance in meters .interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters - + // NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders - // Following parameters are just an approximation to CV1 distortion stereo rendering + // Following parameters are just an approximation to CV1 distortion stereo rendering .lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0 .lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1 .lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2 @@ -50,32 +50,32 @@ int main(void) .chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2 .chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3 }; - + // Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters) VrStereoConfig config = LoadVrStereoConfig(device); // Distortion shader (uses device lens distortion and chroma) Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION)); - + // Update distortion shader with lens and distortion-scale parameters - SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), config.leftLensCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), config.rightLensCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), config.leftScreenCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), config.rightScreenCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), + SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), config.scale, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), + SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), config.scaleIn, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), + SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), device.lensDistortionValues, SHADER_UNIFORM_VEC4); SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), device.chromaAbCorrection, SHADER_UNIFORM_VEC4); - + // Initialize framebuffer for stereo rendering // NOTE: Screen size should match HMD aspect ratio RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); @@ -121,9 +121,9 @@ int main(void) EndMode3D(); EndVrStereoMode(); EndTextureMode(); - + BeginShaderMode(distortion); - DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, + DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); EndShaderMode(); @@ -136,7 +136,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadVrStereoConfig(config); // Unload stereo config - + UnloadRenderTexture(target); // Unload stereo render fbo UnloadShader(distortion); // Unload distortion shader diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index c37e7560..dca70d9a 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -64,13 +64,13 @@ int main(void) // Recalculate random colors for the bars for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 }; } - + // Update virtual mouse (clamped mouse value behind game screen) Vector2 mouse = GetMousePosition(); Vector2 virtualMouse = { 0 }; virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale; virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale; - virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight }); + virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight }); // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui) //SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f); @@ -90,7 +90,7 @@ int main(void) for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]); DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE); - + DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN); DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW); |
