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PR formatting review

Ray 6 năm trước cách đây
mục cha
commit
ce8d7042c6
2 tập tin đã thay đổi với 15 bổ sung19 xóa
  1. 5 9
      examples/core/core_2d_camera.c
  2. 10 10
      src/core.c

+ 5 - 9
examples/core/core_2d_camera.c

@@ -42,7 +42,7 @@ int main(void)
 
     Camera2D camera = { 0 };
     camera.target = (Vector2){ player.x + 20, player.y + 20 };
-    camera.offset = (Vector2){ screenWidth / 2, screenHeight / 2 };
+    camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
     camera.rotation = 0.0f;
     camera.zoom = 1.0f;
 
@@ -54,14 +54,10 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        if (IsKeyDown(KEY_RIGHT))
-        {
-            player.x += 2;              // Player movement
-        }
-        else if (IsKeyDown(KEY_LEFT))
-        {
-            player.x -= 2;              // Player movement
-        }
+        
+        // Player movement
+        if (IsKeyDown(KEY_RIGHT)) player.x += 2;
+        else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
 
         // Camera target follows player
         camera.target = (Vector2){ player.x + 20, player.y + 20 };

+ 10 - 10
src/core.c

@@ -1251,20 +1251,20 @@ void BeginMode2D(Camera2D camera)
     rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
     rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
 
-    //The camera in world-space is set by
-    //1. Move it to target
-    //2. Rotate by -rotation and scale by (1/zoom)
+    // The camera in world-space is set by
+    //   1. Move it to target
+    //   2. Rotate by -rotation and scale by (1/zoom)
     //      When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
     //      not for the camera getting bigger, hence the invert. Same deal with rotation.
-    //3. Move it by (-offset);
+    //   3. Move it by (-offset);
     //      Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
     //      we need to do it into opposite direction (inverse transform)
-    //
-    //Having camera transform in world-space, inverse of it gives the modelview transform.
-    //Since (A*B*C)' = C'*B'*A', the modelview is
-    //1. Move to offset
-    //2. Rotate and Scale
-    //3. Move by -target
+
+    // Having camera transform in world-space, inverse of it gives the modelview transform.
+    // Since (A*B*C)' = C'*B'*A', the modelview is
+    //   1. Move to offset
+    //   2. Rotate and Scale
+    //   3. Move by -target
     Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
     Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
     Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);