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Refactor int to float missing parse (#5503)
* refactor int to float parse * Reverting as requested --------- Co-authored-by: Maicon <maicon@thinkpad02.exads.com>
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@ -83,10 +83,10 @@ int main(void)
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bunnies[i].position.x += bunnies[i].speed.x;
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bunnies[i].position.y += bunnies[i].speed.y;
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if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
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((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
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if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
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((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
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if (((bunnies[i].position.x + (float)texBunny.width/2) > GetScreenWidth()) ||
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((bunnies[i].position.x + (float)texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
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if (((bunnies[i].position.y + (float)texBunny.height/2) > GetScreenHeight()) ||
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((bunnies[i].position.y + (float)texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
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}
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//----------------------------------------------------------------------------------
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@ -165,7 +165,7 @@ int main(void)
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// If the mouse is on this preset, highlight it
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if (mouseInCell == i + 8)
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DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
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DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
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(presetsSizeY + 2.0f)*(i%2),
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presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
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}
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@ -93,8 +93,8 @@ int main(void)
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for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
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// Get current tile position from player pixel position
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playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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playerTileX = (int)((playerPosition.x + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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playerTileY = (int)((playerPosition.y + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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// Check visibility and update fog
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// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
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@ -156,7 +156,7 @@ int main(void)
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{
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DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
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DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
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DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
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DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - (float)MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
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}
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DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
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@ -38,7 +38,7 @@ int main(void)
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Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
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Vector2 position = { (float)screenWidth/2 - (float)texture.width/2, (float)screenHeight/2 - (float)texture.height/2 - 20 };
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bool showFont = false;
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@ -39,7 +39,7 @@ int main(void)
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Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
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// Define button bounds on screen
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Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
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Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
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int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
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bool btnAction = false; // Button action should be activated
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@ -39,8 +39,8 @@ int main(void)
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Texture2D explosion = LoadTexture("resources/explosion.png");
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// Init variables for animation
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float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
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float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
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float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
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float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
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int currentFrame = 0;
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int currentLine = 0;
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