diff options
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/text/text_codepoints_loading.c | 22 | ||||
| -rw-r--r-- | examples/textures/textures_fog_of_war.c | 38 | ||||
| -rw-r--r-- | examples/textures/textures_gif_player.c | 24 |
3 files changed, 42 insertions, 42 deletions
diff --git a/examples/text/text_codepoints_loading.c b/examples/text/text_codepoints_loading.c index a43697c0..921b0e75 100644 --- a/examples/text/text_codepoints_loading.c +++ b/examples/text/text_codepoints_loading.c @@ -36,11 +36,11 @@ int main(void) const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading"); - + // Get codepoints from text int codepointCount = 0; int *codepoints = LoadCodepoints(text, &codepointCount); - + // Removed duplicate codepoints to generate smaller font atlas int codepointsNoDupsCount = 0; int *codepointsNoDups = CodepointRemoveDuplicates(codepoints, codepointCount, &codepointsNoDupsCount); @@ -49,13 +49,13 @@ int main(void) // Load font containing all the provided codepoint glyphs // A texture font atlas is automatically generated Font font = LoadFontEx("resources/DotGothic16-Regular.ttf", 36, codepointsNoDups, codepointsNoDupsCount); - + // Set bilinear scale filter for better font scaling SetTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR); // Free codepoints, atlas has already been generated free(codepointsNoDups); - + bool showFontAtlas = false; SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -74,7 +74,7 @@ int main(void) BeginDrawing(); ClearBackground(RAYWHITE); - + DrawRectangle(0, 0, GetScreenWidth(), 70, BLACK); DrawText(TextFormat("Total codepoints contained in provided text: %i", codepointCount), 10, 10, 20, GREEN); DrawText(TextFormat("Total codepoints required for font atlas (duplicates excluded): %i", codepointsNoDupsCount), 10, 40, 20, GREEN); @@ -90,20 +90,20 @@ int main(void) // Draw provided text with laoded font, containing all required codepoint glyphs DrawTextEx(font, text, (Vector2) { 160, 110 }, 48, 5, BLACK); } - + DrawText("Press SPACE to toggle font atlas view!", 10, GetScreenHeight() - 30, 20, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } - + // De-Initialization //-------------------------------------------------------------------------------------- UnloadFont(font); // Unload font - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- - + return 0; } @@ -130,9 +130,9 @@ static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int * } } - // NOTE: The size of codepointsNoDups is the same as original array but + // NOTE: The size of codepointsNoDups is the same as original array but // only required positions are filled (codepointsNoDupsCount) - + *codepointsResultCount = codepointsNoDupsCount; return codepointsNoDups; }
\ No newline at end of file diff --git a/examples/textures/textures_fog_of_war.c b/examples/textures/textures_fog_of_war.c index 620e8bba..d89386c8 100644 --- a/examples/textures/textures_fog_of_war.c +++ b/examples/textures/textures_fog_of_war.c @@ -17,7 +17,7 @@ #define MAP_TILE_SIZE 32 // Tiles size 32x32 pixels #define PLAYER_SIZE 16 // Player size -#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position +#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position // Map data type typedef struct Map { @@ -38,26 +38,26 @@ int main(void) int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war"); - + Map map = { 0 }; map.tilesX = 25; map.tilesY = 15; - + // NOTE: We can have up to 256 values for tile ids and for tile fog state, // probably we don't need that many values for fog state, it can be optimized // to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char)); map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char)); - + // Load map tiles (generating 2 random tile ids for testing) // NOTE: Map tile ids should be probably loaded from an external map file for (int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1); - + // Player position on the screen (pixel coordinates, not tile coordinates) Vector2 playerPosition = { 180, 130 }; int playerTileX = 0; int playerTileY = 0; - + // Render texture to render fog of war // NOTE: To get an automatic smooth-fog effect we use a render texture to render fog // at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering @@ -77,7 +77,7 @@ int main(void) if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 5; if (IsKeyDown(KEY_DOWN)) playerPosition.y += 5; if (IsKeyDown(KEY_UP)) playerPosition.y -= 5; - + // Check player position to avoid moving outside tilemap limits if (playerPosition.x < 0) playerPosition.x = 0; else if ((playerPosition.x + PLAYER_SIZE) > (map.tilesX*MAP_TILE_SIZE)) playerPosition.x = map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE; @@ -86,11 +86,11 @@ int main(void) // Previous visited tiles are set to partial fog for (int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2; - + // Get current tile position from player pixel position playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE); playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE); - + // Check visibility and update fog // NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program) for (int y = (playerTileY - PLAYER_TILE_VISIBILITY); y < (playerTileY + PLAYER_TILE_VISIBILITY); y++) @@ -108,31 +108,31 @@ int main(void) if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK); else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f)); EndTextureMode(); - + BeginDrawing(); ClearBackground(RAYWHITE); - + for (int y = 0; y < map.tilesY; y++) { for (int x = 0; x < map.tilesX; x++) { // Draw tiles from id (and tile borders) - DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, + DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, (map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f)); DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f)); } } - + // Draw player DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED); - - + + // Draw fog of war (scaled to full map, bilinear filtering) - DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height }, - (Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE }, + DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height }, + (Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE }, (Vector2){ 0, 0 }, 0.0f, WHITE); - + // Draw player current tile DrawText(TextFormat("Current tile: [%i,%i]", playerTileX, playerTileY), 10, 10, 20, LIME); @@ -146,7 +146,7 @@ int main(void) free(map.tileFog); // Free allocated map tile fog state UnloadRenderTexture(fogOfWar); // Unload render texture - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/textures/textures_gif_player.c b/examples/textures/textures_gif_player.c index bc4119b5..099a7126 100644 --- a/examples/textures/textures_gif_player.c +++ b/examples/textures/textures_gif_player.c @@ -27,22 +27,22 @@ int main(void) const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing"); - + int animFrames = 0; - + // Load all GIF animation frames into a single Image // NOTE: GIF data is always loaded as RGBA (32bit) by default // NOTE: Frames are just appended one after another in image.data memory Image imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", &animFrames); - + // Load texture from image // NOTE: We will update this texture when required with next frame data // WARNING: It's not recommended to use this technique for sprites animation, // use spritesheets instead, like illustrated in textures_sprite_anim example Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim); - + unsigned int nextFrameDataOffset = 0; // Current byte offset to next frame in image.data - + int currentAnimFrame = 0; // Current animation frame to load and draw int frameDelay = 8; // Frame delay to switch between animation frames int frameCounter = 0; // General frames counter @@ -56,23 +56,23 @@ int main(void) // Update //---------------------------------------------------------------------------------- frameCounter++; - if (frameCounter >= frameDelay) + if (frameCounter >= frameDelay) { // Move to next frame // NOTE: If final frame is reached we return to first frame currentAnimFrame++; if (currentAnimFrame >= animFrames) currentAnimFrame = 0; - + // Get memory offset position for next frame data in image.data nextFrameDataOffset = imScarfyAnim.width*imScarfyAnim.height*4*currentAnimFrame; - + // Update GPU texture data with next frame image data // WARNING: Data size (frame size) and pixel format must match already created texture UpdateTexture(texScarfyAnim, ((unsigned char *)imScarfyAnim.data) + nextFrameDataOffset); - + frameCounter = 0; } - + // Control frames delay if (IsKeyPressed(KEY_RIGHT)) frameDelay++; else if (IsKeyPressed(KEY_LEFT)) frameDelay--; @@ -90,7 +90,7 @@ int main(void) DrawText(TextFormat("TOTAL GIF FRAMES: %02i", animFrames), 50, 30, 20, LIGHTGRAY); DrawText(TextFormat("CURRENT FRAME: %02i", currentAnimFrame), 50, 60, 20, GRAY); DrawText(TextFormat("CURRENT FRAME IMAGE.DATA OFFSET: %02i", nextFrameDataOffset), 50, 90, 20, GRAY); - + DrawText("FRAMES DELAY: ", 100, 305, 10, DARKGRAY); DrawText(TextFormat("%02i frames", frameDelay), 620, 305, 10, DARKGRAY); DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, DARKGRAY); @@ -113,7 +113,7 @@ int main(void) //-------------------------------------------------------------------------------------- UnloadTexture(texScarfyAnim); // Unload texture UnloadImage(imScarfyAnim); // Unload image (contains all frames) - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- |
