diff options
Diffstat (limited to 'examples/physics')
| -rw-r--r-- | examples/physics/physics_demo.c | 2 | ||||
| -rw-r--r-- | examples/physics/physics_restitution.c | 4 | ||||
| -rw-r--r-- | examples/physics/physics_shatter.c | 4 |
3 files changed, 5 insertions, 5 deletions
diff --git a/examples/physics/physics_demo.c b/examples/physics/physics_demo.c index 98a92bcc..1acb0d13 100644 --- a/examples/physics/physics_demo.c +++ b/examples/physics/physics_demo.c @@ -54,7 +54,7 @@ int main(void) if (IsKeyPressed(KEY_R)) // Reset physics system { ResetPhysics(); - + floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); floor->enabled = false; diff --git a/examples/physics/physics_restitution.c b/examples/physics/physics_restitution.c index 7fab7cb3..917ab8d0 100644 --- a/examples/physics/physics_restitution.c +++ b/examples/physics/physics_restitution.c @@ -48,7 +48,7 @@ int main(void) // Restitution demo needs a very tiny physics time step for a proper simulation SetPhysicsTimeStep(1.0/60.0/100*1000); - + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -119,7 +119,7 @@ int main(void) DestroyPhysicsBody(circleB); DestroyPhysicsBody(circleC); DestroyPhysicsBody(floor); - + ClosePhysics(); // Unitialize physics CloseWindow(); // Close window and OpenGL context diff --git a/examples/physics/physics_shatter.c b/examples/physics/physics_shatter.c index afabd775..e996a372 100644 --- a/examples/physics/physics_shatter.c +++ b/examples/physics/physics_shatter.c @@ -45,7 +45,7 @@ int main(void) { //---------------------------------------------------------------------------------- UpdatePhysics(); // Update physics system - + if (IsKeyPressed(KEY_R)) // Reset physics input { ResetPhysics(); @@ -59,7 +59,7 @@ int main(void) for (int i = count - 1; i >= 0; i--) { PhysicsBody currentBody = GetPhysicsBody(i); - + if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass); } } |
