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https://github.com/raysan5/raylib.git
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reviewed ALL non-external files to follow raylib's convention of no spaces around / or * (#5153)
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@ -294,7 +294,7 @@ void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *env
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Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
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Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
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camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
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camera->offset = (Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height };
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if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
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if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
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@ -100,8 +100,8 @@ int main(void)
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.projection = CAMERA_ORTHOGRAPHIC;
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camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
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CameraYaw(&camera, -135 * DEG2RAD, true);
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CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
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CameraYaw(&camera, -135*DEG2RAD, true);
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CameraPitch(&camera, -45*DEG2RAD, true, true, false);
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}
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else if (camera.projection == CAMERA_ORTHOGRAPHIC)
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{
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@ -263,7 +263,7 @@ static void UpdateCameraAngle(Camera *camera)
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// Rotate view vector around right axis
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float pitchAngle = -lookRotation.y -
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lean.y;
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pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
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pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
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Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
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// Head animation
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@ -47,7 +47,7 @@ int main(void)
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cameraPlayer2.position.x = -3.0f;
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cameraPlayer2.position.y = 3.0f;
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RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
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RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth/2, screenHeight);
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// Build a flipped rectangle the size of the split view to use for drawing later
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Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
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@ -101,7 +101,7 @@ int main(void)
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DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
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if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
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if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, (int)(screenHeight*0.1f), 30, GREEN);
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DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
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@ -91,7 +91,7 @@ int main(void)
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int x = (int)(((float)i)/dpiScale.x);
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if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
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DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
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DrawLine(x, pixelGridTop, (int)(((float)i)/dpiScale.x), pixelGridLabelY - 10, GRAY);
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if ((x - lastTextX) >= minTextSpace)
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{
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@ -46,7 +46,7 @@ int main(void)
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//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
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Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
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Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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Vector2 ballSpeed = { 5.0f, 4.0f };
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float ballRadius = 20;
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@ -69,7 +69,7 @@ int main(void)
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EndMode3D();
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DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText("Enemy: 100/100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
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DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
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@ -84,4 +84,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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