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| author | Jeffery Myers <[email protected]> | 2021-10-25 01:21:16 -0700 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-10-25 10:21:16 +0200 |
| commit | daeccd03ace3eacf7907ecca1a697c7d00961cf4 (patch) | |
| tree | 0be2045a1003eed50c1456fd1a380ff970837233 /examples/physics | |
| parent | 086f76ba7abefb1b34e1baa353c5f69dfc5dafdc (diff) | |
| download | raylib-daeccd03ace3eacf7907ecca1a697c7d00961cf4.tar.gz raylib-daeccd03ace3eacf7907ecca1a697c7d00961cf4.zip | |
Fix VC warnings for examples (#2085)
Diffstat (limited to 'examples/physics')
| -rw-r--r-- | examples/physics/physics_demo.c | 12 | ||||
| -rw-r--r-- | examples/physics/physics_friction.c | 18 | ||||
| -rw-r--r-- | examples/physics/physics_movement.c | 10 | ||||
| -rw-r--r-- | examples/physics/physics_restitution.c | 20 | ||||
| -rw-r--r-- | examples/physics/physics_shatter.c | 4 |
5 files changed, 32 insertions, 32 deletions
diff --git a/examples/physics/physics_demo.c b/examples/physics/physics_demo.c index 382a4ab3..dd7a216f 100644 --- a/examples/physics/physics_demo.c +++ b/examples/physics/physics_demo.c @@ -34,11 +34,11 @@ int main(void) InitPhysics(); // Create floor rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10); floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) // Create obstacle circle physics body - PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); + PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10); circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -55,16 +55,16 @@ int main(void) { ResetPhysics(); - floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); + floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10); floor->enabled = false; - circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); + circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10); circle->enabled = false; } // Physics body creation inputs - if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10); - else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10); + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10); + else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)GetRandomValue(10, 45), 10); // Destroy falling physics bodies int bodiesCount = GetPhysicsBodiesCount(); diff --git a/examples/physics/physics_friction.c b/examples/physics/physics_friction.c index f50eb67f..544b9931 100644 --- a/examples/physics/physics_friction.c +++ b/examples/physics/physics_friction.c @@ -34,18 +34,18 @@ int main(void) InitPhysics(); // Create floor rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight*0.8f }, 10, 80, 10); + PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10); wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) // Create left ramp physics body - PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, screenHeight - 5 }, 250, 250, 10); + PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10); rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD); // Create right ramp physics body - PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 25, screenHeight - 5 }, 250, 250, 10); + PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10); rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetPhysicsBodyRotation(rectRight, 330*DEG2RAD); @@ -55,7 +55,7 @@ int main(void) bodyA->dynamicFriction = 0.1f; SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); - PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); + PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10); bodyB->staticFriction = 1.0f; bodyB->dynamicFriction = 1.0f; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); @@ -78,7 +78,7 @@ int main(void) bodyA->angularVelocity = 0; SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); - bodyB->position = (Vector2){ screenWidth - 35, screenHeight*0.6f }; + bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f }; bodyB->velocity = (Vector2){ 0, 0 }; bodyB->angularVelocity = 0; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); @@ -118,9 +118,9 @@ int main(void) DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK); - DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE); - DrawText("0.1", bodyA->position.x - MeasureText("0.1", 20)/2, bodyA->position.y - 7, 20, WHITE); - DrawText("1", bodyB->position.x - MeasureText("1", 20)/2, bodyB->position.y - 7, 20, WHITE); + DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE); + DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE); + DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->position.y - 7, 20, WHITE); DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); diff --git a/examples/physics/physics_movement.c b/examples/physics/physics_movement.c index e13caec7..068611ad 100644 --- a/examples/physics/physics_movement.c +++ b/examples/physics/physics_movement.c @@ -36,11 +36,11 @@ int main(void) InitPhysics(); // Create floor and walls rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10); - PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10); - PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10); + PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2.0f }, 10, (float)screenHeight, 10); + PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)screenHeight, 10); // Disable dynamics to floor and walls physics bodies floor->enabled = false; @@ -50,7 +50,7 @@ int main(void) wallRight->enabled = false; // Create movement physics body - PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1); + PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 50, 50, 1); body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -66,7 +66,7 @@ int main(void) if (IsKeyPressed(KEY_R)) // Reset physics input { // Reset movement physics body position, velocity and rotation - body->position = (Vector2){ screenWidth/2, screenHeight/2 }; + body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; body->velocity = (Vector2){ 0, 0 }; SetPhysicsBodyRotation(body, 0); } diff --git a/examples/physics/physics_restitution.c b/examples/physics/physics_restitution.c index 91de5589..27241b68 100644 --- a/examples/physics/physics_restitution.c +++ b/examples/physics/physics_restitution.c @@ -34,16 +34,16 @@ int main(void) InitPhysics(); // Create floor rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10); + PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) floor->restitution = 1; // Create circles physics body - PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10); + PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2.0f }, 30, 10); circleA->restitution = 0; - PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10); + PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10); circleB->restitution = 0.5f; - PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10); + PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 30, 10); circleC->restitution = 1; // Restitution demo needs a very tiny physics time step for a proper simulation @@ -62,11 +62,11 @@ int main(void) if (IsKeyPressed(KEY_R)) // Reset physics input { // Reset circles physics bodies position and velocity - circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 }; + circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f }; circleA->velocity = (Vector2){ 0, 0 }; - circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 }; + circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f }; circleB->velocity = (Vector2){ 0, 0 }; - circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 }; + circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f }; circleC->velocity = (Vector2){ 0, 0 }; } //---------------------------------------------------------------------------------- @@ -100,9 +100,9 @@ int main(void) } DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE); - DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); - DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); - DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE); + DrawText("0", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); + DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); + DrawText("1", (int)circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE); DrawText("Press 'R' to reset example", 10, 10, 10, WHITE); diff --git a/examples/physics/physics_shatter.c b/examples/physics/physics_shatter.c index 49344386..809227ee 100644 --- a/examples/physics/physics_shatter.c +++ b/examples/physics/physics_shatter.c @@ -35,7 +35,7 @@ int main(void) SetPhysicsGravity(0, 0); // Create random polygon physics body to shatter - CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -50,7 +50,7 @@ int main(void) { ResetPhysics(); - CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); + CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); } if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input |
