Review ALL examples

This commit is contained in:
Ray
2019-05-20 16:36:42 +02:00
parent a43a7980a3
commit b525039e0a
96 changed files with 1301 additions and 1317 deletions

View File

@ -16,7 +16,7 @@
#define max(a, b) ((a)>(b)? (a) : (b))
#define min(a, b) ((a)<(b)? (a) : (b))
int main()
int main(void)
{
const int windowWidth = 800;
const int windowHeight = 450;
@ -28,63 +28,63 @@ int main()
int gameScreenWidth = 640;
int gameScreenHeight = 480;
// Render texture initialization
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
Color colors[10] = { 0 };
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while( !WindowShouldClose() ) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Compute required framebuffer scaling
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
if (IsKeyPressed(KEY_SPACE))
if (IsKeyPressed(KEY_SPACE))
{
// Recalculate random colors for the bars
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw everything in the render texture
BeginTextureMode(target);
ClearBackground(RAYWHITE); // Clear render texture background color
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
EndTextureMode();
// Draw RenderTexture2D to window, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}