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authorRay <[email protected]>2019-05-20 16:36:42 +0200
committerRay <[email protected]>2019-05-20 16:36:42 +0200
commitb525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch)
tree08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/shapes
parenta43a7980a30a52462956b23f2473e8ef8f38d1fb (diff)
downloadraylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz
raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip
Review ALL examples
Diffstat (limited to 'examples/shapes')
-rw-r--r--examples/shapes/shapes_basic_shapes.c10
-rw-r--r--examples/shapes/shapes_bouncing_ball.c34
-rw-r--r--examples/shapes/shapes_collision_area.c86
-rw-r--r--examples/shapes/shapes_colors_palette.c20
-rw-r--r--examples/shapes/shapes_draw_circle_sector.c4
-rw-r--r--examples/shapes/shapes_draw_rectangle_rounded.c22
-rw-r--r--examples/shapes/shapes_draw_ring.c30
-rw-r--r--examples/shapes/shapes_easings_ball_anim.c28
-rw-r--r--examples/shapes/shapes_easings_box_anim.c36
-rw-r--r--examples/shapes/shapes_easings_rectangle_array.c36
-rw-r--r--examples/shapes/shapes_following_eyes.c30
-rw-r--r--examples/shapes/shapes_lines_bezier.c18
-rw-r--r--examples/shapes/shapes_logo_raylib.c10
-rw-r--r--examples/shapes/shapes_logo_raylib_anim.c8
-rw-r--r--examples/shapes/shapes_rectangle_scaling.c38
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
//--------------------------------------------------------------------------------------