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WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
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@ -22,7 +22,7 @@
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#define MARGIN_SIZE 8 // Size for the margins
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#define COLOR_SIZE 16 // Size of the color select buttons
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest
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void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
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//------------------------------------------------------------------------------------
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@ -173,7 +173,7 @@ int main(void)
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return 0;
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}
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest
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void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
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{
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if ((texture.id <= 0) || (scale <= 0.0f)) return; // Wanna see a infinite loop?!...just delete this line!
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@ -75,9 +75,9 @@ int main(void)
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Draw
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// Update
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//----------------------------------------------------------------------------------
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// TODO...
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// Nothing to update...
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//----------------------------------------------------------------------------------
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// Draw
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@ -71,7 +71,7 @@ int main(void)
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// Activate one particle every frame and Update active particles
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// NOTE: Particles initial position should be mouse position when activated
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// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
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// NOTE: When a particle disappears, active = false and it can be reused.
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// NOTE: When a particle disappears, active = false and it can be reused
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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if (!mouseTail[i].active)
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