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Update textures_sprite_stacking.c

Ray 1 miesiąc temu
rodzic
commit
8fcd99c8dd
1 zmienionych plików z 20 dodań i 30 usunięć
  1. 20 30
      examples/textures/textures_sprite_stacking.c

+ 20 - 30
examples/textures/textures_sprite_stacking.c

@@ -17,7 +17,8 @@
 ********************************************************************************************/
 ********************************************************************************************/
 
 
 #include "raylib.h"
 #include "raylib.h"
-#include "raymath.h"
+
+#include "raymath.h"    // Required for: Clamp()
 
 
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 // Program main entry point
 // Program main entry point
@@ -33,18 +34,14 @@ int main(void)
 
 
     Texture2D booth = LoadTexture("resources/booth.png");
     Texture2D booth = LoadTexture("resources/booth.png");
 
 
-    // The overall scale of the stacked sprite
-    float stackScale = 3.0f;
-    // The vertical spacing between each layer
-    float stackSpacing = 2.0f;
-    // The number of layers. Used for calculating the size of a single slice
-    unsigned int stackCount = 122;
-    // The speed to rotate the stacked sprite
-    float rotationSpeed = 30.0f;
-    // The current rotation of the stacked sprite
-    float rotation = 0.0f;
-    // The amount that speed will change by when the user presses A/D
-    const float speedChange = 0.25f;
+    float stackScale = 3.0f; // Overall scale of the stacked sprite
+    float stackSpacing = 2.0f; // Vertical spacing between each layer
+    unsigned int stackCount = 122; // Number of layers, used for calculating the size of a single slice
+    float rotationSpeed = 30.0f; // Stacked sprites rotation speed
+    float rotation = 0.0f; // Current rotation of the stacked sprite
+    const float speedChange = 0.25f; // Amount speed will change by when the user presses A/D
+
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
     // Main game loop
     // Main game loop
@@ -57,22 +54,16 @@ int main(void)
         stackSpacing = Clamp(stackSpacing, 0.0f, 5.0f);
         stackSpacing = Clamp(stackSpacing, 0.0f, 5.0f);
 
 
         // Add a positive/negative offset to spin right/left at different speeds
         // Add a positive/negative offset to spin right/left at different speeds
-        if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
-        {
-            rotationSpeed -= speedChange;
-        }
-
-        if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
-        {
-            rotationSpeed += speedChange;
-        }
-
-        rotation += rotationSpeed * GetFrameTime();
+        if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) rotationSpeed -= speedChange;
+        if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) rotationSpeed += speedChange;
+ 
+        rotation += rotationSpeed*GetFrameTime();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
 
 
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
 
 
             // Get the size of a single slice
             // Get the size of a single slice
@@ -86,20 +77,19 @@ int main(void)
             // Draw the stacked sprite, rotated to the correct angle, with an vertical offset applied based on its y location
             // Draw the stacked sprite, rotated to the correct angle, with an vertical offset applied based on its y location
             for (int i = stackCount - 1; i >= 0; i--)
             for (int i = stackCount - 1; i >= 0; i--)
             {
             {
-                Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
                 // Center vertically
                 // Center vertically
+                Rectangle source = { 0.0f, (float)i*frameHeight, frameWidth, frameHeight };
                 Rectangle dest = { screenWidth/2.0f, (screenHeight/2.0f) + (i*stackSpacing) - (stackSpacing*stackCount/2.0f), scaledWidth, scaledHeight };
                 Rectangle dest = { screenWidth/2.0f, (screenHeight/2.0f) + (i*stackSpacing) - (stackSpacing*stackCount/2.0f), scaledWidth, scaledHeight };
                 Vector2 origin = { scaledWidth/2.0f, scaledHeight/2.0f };
                 Vector2 origin = { scaledWidth/2.0f, scaledHeight/2.0f };
 
 
                 DrawTexturePro(booth, source, dest, origin, rotation, WHITE);
                 DrawTexturePro(booth, source, dest, origin, rotation, WHITE);
             }
             }
 
 
-            DrawText("a/d to spin\nmouse wheel to change separation (aka 'angle')", 10, 10, 20, DARKGRAY);
-            const char *spacingText = TextFormat("current spacing: %.01f", stackSpacing);
-            DrawText(spacingText, 10, 50, 20, DARKGRAY);
-            const char *speedText = TextFormat("current speed: %.02f", rotationSpeed);
-            DrawText(speedText, 10, 70, 20, DARKGRAY);
+            DrawText("A/D to spin\nmouse wheel to change separation (aka 'angle')", 10, 10, 20, DARKGRAY);
+            DrawText(TextFormat("current spacing: %.01f", stackSpacing), 10, 50, 20, DARKGRAY);
+            DrawText(TextFormat("current speed: %.02f", rotationSpeed), 10, 70, 20, DARKGRAY);
             DrawText("redbooth model (c) kluchek under cc 4.0", 10, 420, 20, DARKGRAY);
             DrawText("redbooth model (c) kluchek under cc 4.0", 10, 420, 20, DARKGRAY);
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }