/******************************************************************************************* * * raylib [core] example - delta time * * Example complexity rating: [★☆☆☆] 1/4 * * Example originally created with raylib 5.5 * * Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2025-2025 Robin (@RobinsAviary) * ********************************************************************************************/ #include "raylib.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time"); int currentFps = 60; // Store the position for the both of the circles Vector2 deltaCircle = {0, screenHeight / 3.0f}; Vector2 frameCircle = {0, screenHeight * (2.0f/3.0f)}; // The speed applied to both circles const float speed = 10.0; const float circleRadius = 32; SetTargetFPS(currentFps); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------- if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R { deltaCircle.x = 0; frameCircle.x = 0; } // Adjust the FPS target based on the mouse wheel float mouseWheel = GetMouseWheelMove(); if (mouseWheel != 0) { currentFps += (int)mouseWheel; SetTargetFPS(currentFps); } // GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time) // Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS // Multiply by 6.0 (an arbitrary value) in order to make the speed visually closer to the other circle (at 60 fps), for comparison deltaCircle.x += GetFrameTime() * 6.0f * speed; // This circle can move faster or slower visually depending on the FPS frameCircle.x += .1f * speed; // If either circle is off the screen, reset it back to the start if (deltaCircle.x > screenWidth) { deltaCircle.x = 0; } if (frameCircle.x > screenWidth) { frameCircle.x = 0; } // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw both circles to the screen DrawCircleV(deltaCircle, circleRadius, RED); DrawCircleV(frameCircle, circleRadius, BLUE); // Determine what help text to show depending on the current FPS target const char* fpsText; if (currentFps <= 0) { if (currentFps < 0) { // Clamp values below 0 currentFps = 0; } // Special text for when the FPS target is set to 0 or less, which makes it unlimited fpsText = TextFormat("fps: unlimited (%i)", GetFPS()); } else { fpsText = TextFormat("fps: %i (target: %i)", GetFPS(), currentFps); } // Draw the help text DrawText(fpsText, 10, 10, 20, DARKGRAY); DrawText(TextFormat("frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY); DrawText("use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, DARKGRAY); // Draw the text above the circles DrawText("x += GetFrameTime() * speed", 10, 90, 20, RED); DrawText("x += speed", 10, 240, 20, BLUE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }