diff options
Diffstat (limited to 'examples/physics/physics_friction.c')
| -rw-r--r-- | examples/physics/physics_friction.c | 18 |
1 files changed, 9 insertions, 9 deletions
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); |
