diff options
| author | Ray <[email protected]> | 2019-05-20 16:36:42 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-20 16:36:42 +0200 |
| commit | b525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch) | |
| tree | 08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/shapes | |
| parent | a43a7980a30a52462956b23f2473e8ef8f38d1fb (diff) | |
| download | raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip | |
Review ALL examples
Diffstat (limited to 'examples/shapes')
| -rw-r--r-- | examples/shapes/shapes_basic_shapes.c | 10 | ||||
| -rw-r--r-- | examples/shapes/shapes_bouncing_ball.c | 34 | ||||
| -rw-r--r-- | examples/shapes/shapes_collision_area.c | 86 | ||||
| -rw-r--r-- | examples/shapes/shapes_colors_palette.c | 20 | ||||
| -rw-r--r-- | examples/shapes/shapes_draw_circle_sector.c | 4 | ||||
| -rw-r--r-- | examples/shapes/shapes_draw_rectangle_rounded.c | 22 | ||||
| -rw-r--r-- | examples/shapes/shapes_draw_ring.c | 30 | ||||
| -rw-r--r-- | examples/shapes/shapes_easings_ball_anim.c | 28 | ||||
| -rw-r--r-- | examples/shapes/shapes_easings_box_anim.c | 36 | ||||
| -rw-r--r-- | examples/shapes/shapes_easings_rectangle_array.c | 36 | ||||
| -rw-r--r-- | examples/shapes/shapes_following_eyes.c | 30 | ||||
| -rw-r--r-- | examples/shapes/shapes_lines_bezier.c | 18 | ||||
| -rw-r--r-- | examples/shapes/shapes_logo_raylib.c | 10 | ||||
| -rw-r--r-- | examples/shapes/shapes_logo_raylib_anim.c | 8 | ||||
| -rw-r--r-- | examples/shapes/shapes_rectangle_scaling.c | 38 |
15 files changed, 205 insertions, 205 deletions
diff --git a/examples/shapes/shapes_basic_shapes.c b/examples/shapes/shapes_basic_shapes.c index 67eea9d5..f7a8d02f 100644 --- a/examples/shapes/shapes_basic_shapes.c +++ b/examples/shapes/shapes_basic_shapes.c @@ -11,16 +11,16 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing"); - - SetTargetFPS(60); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/shapes/shapes_bouncing_ball.c b/examples/shapes/shapes_bouncing_ball.c index 6b27c9dd..9f01ff14 100644 --- a/examples/shapes/shapes_bouncing_ball.c +++ b/examples/shapes/shapes_bouncing_ball.c @@ -11,58 +11,58 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //--------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball"); - - Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 }; - Vector2 ballSpeed = { 5.0f, 4.0f }; - int ballRadius = 20; - + + Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 }; + Vector2 ballSpeed = { 5.0f, 4.0f }; + int ballRadius = 20; + bool pause = 0; int framesCounter = 0; - SetTargetFPS(60); + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //---------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //----------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) pause = !pause; - + if (!pause) { ballPosition.x += ballSpeed.x; ballPosition.y += ballSpeed.y; - + // Check walls collision for bouncing if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; } else framesCounter++; //----------------------------------------------------- - + // Draw //----------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); - + DrawCircleV(ballPosition, ballRadius, MAROON); DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); - + // On pause, we draw a blinking message if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY); DrawFPS(10, 10); - + EndDrawing(); //----------------------------------------------------- } @@ -71,6 +71,6 @@ int main() //--------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //---------------------------------------------------------- - + return 0; }
\ No newline at end of file diff --git a/examples/shapes/shapes_collision_area.c b/examples/shapes/shapes_collision_area.c index e61623ab..0deba0dd 100644 --- a/examples/shapes/shapes_collision_area.c +++ b/examples/shapes/shapes_collision_area.c @@ -12,89 +12,89 @@ #include "raylib.h" #include <stdlib.h> // Required for abs() -int main() +int main(void) { // Initialization //--------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area"); - + // Box A: Moving box Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 }; - int boxASpeedX = 4; - + int boxASpeedX = 4; + // Box B: Mouse moved box Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 }; - - Rectangle boxCollision = { 0 }; // Collision rectangle - + + Rectangle boxCollision = { 0 }; // Collision rectangle + int screenUpperLimit = 40; // Top menu limits - - bool pause = false; // Movement pause - bool collision = false; // Collision detection - - SetTargetFPS(60); + + bool pause = false; // Movement pause + bool collision = false; // Collision detection + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //---------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //----------------------------------------------------- // Move box if not paused - if (!pause) boxA.x += boxASpeedX; - + if (!pause) boxA.x += boxASpeedX; + // Bounce box on x screen limits - if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1; - - // Update player-controlled-box (box02) - boxB.x = GetMouseX() - boxB.width/2; - boxB.y = GetMouseY() - boxB.height/2; - + if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1; + + // Update player-controlled-box (box02) + boxB.x = GetMouseX() - boxB.width/2; + boxB.y = GetMouseY() - boxB.height/2; + // Make sure Box B does not go out of move area limits - if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width; - else if (boxB.x <= 0) boxB.x = 0; - - if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height; - else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit; - + if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width; + else if (boxB.x <= 0) boxB.x = 0; + + if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height; + else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit; + // Check boxes collision collision = CheckCollisionRecs(boxA, boxB); - - // Get collision rectangle (only on collision) - if (collision) boxCollision = GetCollisionRec(boxA, boxB); - + + // Get collision rectangle (only on collision) + if (collision) boxCollision = GetCollisionRec(boxA, boxB); + // Pause Box A movement - if (IsKeyPressed(KEY_SPACE)) pause = !pause; + if (IsKeyPressed(KEY_SPACE)) pause = !pause; //----------------------------------------------------- - + // Draw //----------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); - + DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK); DrawRectangleRec(boxA, GOLD); DrawRectangleRec(boxB, BLUE); - + if (collision) { // Draw collision area DrawRectangleRec(boxCollision, LIME); - + // Draw collision message DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK); - + // Draw collision area DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK); - } + } DrawFPS(10, 10); - + EndDrawing(); //----------------------------------------------------- } @@ -103,6 +103,6 @@ int main() //--------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //---------------------------------------------------------- - + return 0; }
\ No newline at end of file diff --git a/examples/shapes/shapes_colors_palette.c b/examples/shapes/shapes_colors_palette.c index d6ac30a9..7322f7e5 100644 --- a/examples/shapes/shapes_colors_palette.c +++ b/examples/shapes/shapes_colors_palette.c @@ -13,7 +13,7 @@ #define MAX_COLORS_COUNT 21 // Number of colors available -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -22,14 +22,14 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette"); - Color colors[MAX_COLORS_COUNT] = { + Color colors[MAX_COLORS_COUNT] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN, GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; - - const char *colorNames[MAX_COLORS_COUNT] = { - "DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE", - "DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", "VIOLET", "BROWN", + + const char *colorNames[MAX_COLORS_COUNT] = { + "DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE", + "DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", "VIOLET", "BROWN", "LIGHTGRAY", "PINK", "YELLOW", "GREEN", "SKYBLUE", "PURPLE", "BEIGE" }; Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 }; // Rectangles array @@ -69,19 +69,19 @@ int main() BeginDrawing(); ClearBackground(RAYWHITE); - + DrawText("raylib colors palette", 28, 42, 20, BLACK); DrawText("press SPACE to see all colors", GetScreenWidth() - 180, GetScreenHeight() - 40, 10, GRAY); for (int i = 0; i < MAX_COLORS_COUNT; i++) // Draw all rectangles { DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i]? 0.6f : 1.0f)); - - if (IsKeyDown(KEY_SPACE) || colorState[i]) + + if (IsKeyDown(KEY_SPACE) || colorState[i]) { DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + colorsRecs[i].height - 26, colorsRecs[i].width, 20, BLACK); DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f)); - DrawText(colorNames[i], colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12, + DrawText(colorNames[i], colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12, colorsRecs[i].y + colorsRecs[i].height - 20, 10, colors[i]); } } diff --git a/examples/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_draw_circle_sector.c index 597b85a7..ae6de5ff 100644 --- a/examples/shapes/shapes_draw_circle_sector.c +++ b/examples/shapes/shapes_draw_circle_sector.c @@ -16,7 +16,7 @@ #define RAYGUI_IMPLEMENTATION #include "raygui.h" // Required for GUI controls -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -32,7 +32,7 @@ int main() int endAngle = 180; int segments = 0; - SetTargetFPS(60); + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/shapes/shapes_draw_rectangle_rounded.c b/examples/shapes/shapes_draw_rectangle_rounded.c index e36e2731..c183e88b 100644 --- a/examples/shapes/shapes_draw_rectangle_rounded.c +++ b/examples/shapes/shapes_draw_rectangle_rounded.c @@ -30,12 +30,12 @@ int main(void) int height = 100; int segments = 0; int lineThick = 1; - + bool drawRect = false; bool drawRoundedRect = true; bool drawRoundedLines = false; - SetTargetFPS(60); + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -45,20 +45,20 @@ int main(void) //---------------------------------------------------------------------------------- Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height }; //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); - + DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6)); if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2)); if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4)); - + // Draw GUI controls //------------------------------------------------------------------------------ width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", width, 0, GetScreenWidth() - 300, true ); @@ -66,22 +66,22 @@ int main(void) roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", roundness, 0.0f, 1.0f, true); lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", lineThick, 0, 20, true); segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", segments, 0, 60, true); - + drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect); drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines); drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect); //------------------------------------------------------------------------------ - + DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY); - + DrawFPS(10, 10); - + EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_draw_ring.c b/examples/shapes/shapes_draw_ring.c index 44a3ec5f..a90feab7 100644 --- a/examples/shapes/shapes_draw_ring.c +++ b/examples/shapes/shapes_draw_ring.c @@ -16,7 +16,7 @@ #define RAYGUI_IMPLEMENTATION #include "raygui.h" // Required for GUI controls -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -29,16 +29,16 @@ int main() float innerRadius = 80.0f; float outerRadius = 190.0f; - + int startAngle = 0; int endAngle = 360; int segments = 0; - + bool drawRing = true; bool drawRingLines = false; bool drawCircleLines = false; - - SetTargetFPS(60); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -48,13 +48,13 @@ int main() //---------------------------------------------------------------------------------- // NOTE: All variables update happens inside GUI control functions //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); - + DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f)); DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f)); @@ -66,27 +66,27 @@ int main() //------------------------------------------------------------------------------ startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true); endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true); - + innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true); outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true); - + segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true); - + drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing); drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines); drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines); //------------------------------------------------------------------------------ - + DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY); - + DrawFPS(10, 10); - + EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_easings_ball_anim.c b/examples/shapes/shapes_easings_ball_anim.c index 4477203c..5bb2b4c6 100644 --- a/examples/shapes/shapes_easings_ball_anim.c +++ b/examples/shapes/shapes_easings_ball_anim.c @@ -11,9 +11,9 @@ #include "raylib.h" -#include "easings.h" // Required for easing functions +#include "easings.h" // Required for easing functions -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -21,16 +21,16 @@ int main() const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim"); - + // Ball variable value to be animated with easings int ballPositionX = -100; int ballRadius = 20; float ballAlpha = 0.0f; - + int state = 0; int framesCounter = 0; - - SetTargetFPS(60); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -42,7 +42,7 @@ int main() { framesCounter++; ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120); - + if (framesCounter >= 120) { framesCounter = 0; @@ -53,7 +53,7 @@ int main() { framesCounter++; ballRadius = EaseElasticIn(framesCounter, 20, 500, 200); - + if (framesCounter >= 200) { framesCounter = 0; @@ -64,7 +64,7 @@ int main() { framesCounter++; ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200); - + if (framesCounter >= 200) { framesCounter = 0; @@ -73,7 +73,7 @@ int main() } else if (state == 3) // Reset state to play again { - if (IsKeyPressed(KEY_ENTER)) + if (IsKeyPressed(KEY_ENTER)) { // Reset required variables to play again ballPositionX = -100; @@ -82,7 +82,7 @@ int main() state = 0; } } - + if (IsKeyPressed(KEY_R)) framesCounter = 0; //---------------------------------------------------------------------------------- @@ -94,15 +94,15 @@ int main() if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha)); - + if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK); - + EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_easings_box_anim.c b/examples/shapes/shapes_easings_box_anim.c index c74cb2a3..6805d531 100644 --- a/examples/shapes/shapes_easings_box_anim.c +++ b/examples/shapes/shapes_easings_box_anim.c @@ -13,7 +13,7 @@ #include "easings.h" // Required for easing functions -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -21,16 +21,16 @@ int main() const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim"); - + // Box variables to be animated with easings Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 }; float rotation = 0.0f; float alpha = 1.0f; - + int state = 0; int framesCounter = 0; - - SetTargetFPS(60); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -43,12 +43,12 @@ int main() case 0: // Move box down to center of screen { framesCounter++; - + // NOTE: Remember that 3rd parameter of easing function refers to // desired value variation, do not confuse it with expected final value! rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120); - if (framesCounter >= 120) + if (framesCounter >= 120) { framesCounter = 0; state = 1; @@ -59,8 +59,8 @@ int main() framesCounter++; rec.height = EaseBounceOut(framesCounter, 100, -90, 120); rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120); - - if (framesCounter >= 120) + + if (framesCounter >= 120) { framesCounter = 0; state = 2; @@ -70,8 +70,8 @@ int main() { framesCounter++; rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240); - - if (framesCounter >= 240) + + if (framesCounter >= 240) { framesCounter = 0; state = 3; @@ -81,8 +81,8 @@ int main() { framesCounter++; rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120); - - if (framesCounter >= 120) + + if (framesCounter >= 120) { framesCounter = 0; state = 4; @@ -92,7 +92,7 @@ int main() { framesCounter++; alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160); - + if (framesCounter >= 160) { framesCounter = 0; @@ -101,7 +101,7 @@ int main() } break; default: break; } - + // Reset animation at any moment if (IsKeyPressed(KEY_SPACE)) { @@ -112,7 +112,7 @@ int main() framesCounter = 0; } //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); @@ -120,7 +120,7 @@ int main() ClearBackground(RAYWHITE); DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha)); - + DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); EndDrawing(); @@ -128,7 +128,7 @@ int main() } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_easings_rectangle_array.c b/examples/shapes/shapes_easings_rectangle_array.c index 27bad5c9..9844af6a 100644 --- a/examples/shapes/shapes_easings_rectangle_array.c +++ b/examples/shapes/shapes_easings_rectangle_array.c @@ -2,7 +2,7 @@ * * raylib [shapes] example - easings rectangle array * -* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy +* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy * the library to same directory as example or make sure it's available on include path. * * This example has been created using raylib 2.0 (www.raylib.com) @@ -24,17 +24,17 @@ #define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array"); - + Rectangle recs[MAX_RECS_X*MAX_RECS_Y]; - + for (int y = 0; y < MAX_RECS_Y; y++) { for (int x = 0; x < MAX_RECS_X; x++) @@ -45,12 +45,12 @@ int main() recs[y*MAX_RECS_X + x].height = RECS_HEIGHT; } } - + float rotation = 0.0f; int framesCounter = 0; - int state = 0; // Rectangles animation state: 0-Playing, 1-Finished - - SetTargetFPS(60); + int state = 0; // Rectangles animation state: 0-Playing, 1-Finished + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -62,16 +62,16 @@ int main() { framesCounter++; - for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) + for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) { recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES); recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES); - + if (recs[i].height < 0) recs[i].height = 0; if (recs[i].width < 0) recs[i].width = 0; - + if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing - + rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES); } } @@ -79,13 +79,13 @@ int main() { // When animation has finished, press space to restart framesCounter = 0; - - for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) + + for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++) { recs[i].height = RECS_HEIGHT; recs[i].width = RECS_WIDTH; } - + state = 0; } //---------------------------------------------------------------------------------- @@ -110,7 +110,7 @@ int main() } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_following_eyes.c b/examples/shapes/shapes_following_eyes.c index e99a7e07..a36a8d67 100644 --- a/examples/shapes/shapes_following_eyes.c +++ b/examples/shapes/shapes_following_eyes.c @@ -13,7 +13,7 @@ #include <math.h> // Required for: atan2f() -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -21,19 +21,19 @@ int main() const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes"); - + Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 }; Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 }; float scleraRadius = 80; - + Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 }; Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2}; float irisRadius = 24; - - float angle; - float dx, dy, dxx, dyy; - - SetTargetFPS(60); + + float angle = 0.0f; + float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -43,13 +43,13 @@ int main() //---------------------------------------------------------------------------------- irisLeftPosition = GetMousePosition(); irisRightPosition = GetMousePosition(); - + // Check not inside the left eye sclera if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20)) { dx = irisLeftPosition.x - scleraLeftPosition.x; dy = irisLeftPosition.y - scleraLeftPosition.y; - + angle = atan2f(dy, dx); dxx = (scleraRadius - irisRadius)*cosf(angle); @@ -64,7 +64,7 @@ int main() { dx = irisRightPosition.x - scleraRightPosition.x; dy = irisRightPosition.y - scleraRightPosition.y; - + angle = atan2f(dy, dx); dxx = (scleraRadius - irisRadius)*cosf(angle); @@ -84,19 +84,19 @@ int main() DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY); DrawCircleV(irisLeftPosition, irisRadius, BROWN); DrawCircleV(irisLeftPosition, 10, BLACK); - + DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY); DrawCircleV(irisRightPosition, irisRadius, DARKGREEN); DrawCircleV(irisRightPosition, 10, BLACK); - + DrawFPS(10, 10); - + EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_lines_bezier.c b/examples/shapes/shapes_lines_bezier.c index f4133459..3d4edcde 100644 --- a/examples/shapes/shapes_lines_bezier.c +++ b/examples/shapes/shapes_lines_bezier.c @@ -11,20 +11,20 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines"); - + Vector2 start = { 0, 0 }; Vector2 end = { screenWidth, screenHeight }; - - SetTargetFPS(60); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -41,17 +41,17 @@ int main() BeginDrawing(); ClearBackground(RAYWHITE); - + DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY); DrawLineBezier(start, end, 2.0f, RED); - + EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_logo_raylib.c b/examples/shapes/shapes_logo_raylib.c index be94988c..3e2d343f 100644 --- a/examples/shapes/shapes_logo_raylib.c +++ b/examples/shapes/shapes_logo_raylib.c @@ -11,16 +11,16 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes"); - - SetTargetFPS(60); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/shapes/shapes_logo_raylib_anim.c b/examples/shapes/shapes_logo_raylib_anim.c index 9be1d963..b8558393 100644 --- a/examples/shapes/shapes_logo_raylib_anim.c +++ b/examples/shapes/shapes_logo_raylib_anim.c @@ -11,12 +11,12 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation"); @@ -35,7 +35,7 @@ int main() int state = 0; // Tracking animation states (State Machine) float alpha = 1.0f; // Useful for fading - SetTargetFPS(60); + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/shapes/shapes_rectangle_scaling.c b/examples/shapes/shapes_rectangle_scaling.c index 036a1dd4..6940cbcd 100644 --- a/examples/shapes/shapes_rectangle_scaling.c +++ b/examples/shapes/shapes_rectangle_scaling.c @@ -15,23 +15,23 @@ #define MOUSE_SCALE_MARK_SIZE 12 -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse"); - + Rectangle rec = { 100, 100, 200, 80 }; - + Vector2 mousePosition = { 0 }; - + bool mouseScaleReady = false; bool mouseScaleMode = false; - - SetTargetFPS(60); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -40,25 +40,25 @@ int main() // Update //---------------------------------------------------------------------------------- mousePosition = GetMousePosition(); - - if (CheckCollisionPointRec(mousePosition, rec) && + + if (CheckCollisionPointRec(mousePosition, rec) && CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE })) { mouseScaleReady = true; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) mouseScaleMode = true; } else mouseScaleReady = false; - + if (mouseScaleMode) { mouseScaleReady = true; - + rec.width = (mousePosition.x - rec.x); rec.height = (mousePosition.y - rec.y); - + if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE; if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE; - + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) mouseScaleMode = false; } //---------------------------------------------------------------------------------- @@ -68,15 +68,15 @@ int main() BeginDrawing(); ClearBackground(RAYWHITE); - + DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, GRAY); DrawRectangleRec(rec, Fade(GREEN, 0.5f)); - - if (mouseScaleReady) + + if (mouseScaleReady) { DrawRectangleLinesEx(rec, 1, RED); - DrawTriangle((Vector2){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height }, + DrawTriangle((Vector2){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height }, (Vector2){ rec.x + rec.width, rec.y + rec.height }, (Vector2){ rec.x + rec.width, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE }, RED); } @@ -86,7 +86,7 @@ int main() } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- |
