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- /*******************************************************************************************
- *
- * raylib [core] example - delta time
- *
- * Example complexity rating: [★☆☆☆] 1/4
- *
- * Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
- *
- * 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 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, (float)screenHeight/3.0f };
- Vector2 frameCircle = { 0, (float)screenHeight*(2.0f/3.0f) };
- // The speed applied to both circles
- const float speed = 10.0f;
- const float circleRadius = 32.0f;
- SetTargetFPS(currentFps);
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Adjust the FPS target based on the mouse wheel
- float mouseWheel = GetMouseWheelMove();
- if (mouseWheel != 0)
- {
- currentFps += (int)mouseWheel;
- if (currentFps < 0) currentFps = 0;
- 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 += 0.1f*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;
- // Reset both circles positions
- if (IsKeyPressed(KEY_R))
- {
- deltaCircle.x = 0;
- frameCircle.x = 0;
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- // Draw both circles to the screen
- DrawCircleV(deltaCircle, circleRadius, RED);
- DrawCircleV(frameCircle, circleRadius, BLUE);
- // Draw the help text
- // Determine what help text to show depending on the current FPS target
- const char *fpsText = 0;
- if (currentFps <= 0) fpsText = TextFormat("FPS: unlimited (%i)", GetFPS());
- else fpsText = TextFormat("FPS: %i (target: %i)", GetFPS(), currentFps);
- 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("FUNC: x += GetFrameTime()*speed", 10, 90, 20, RED);
- DrawText("FUNC: x += speed", 10, 240, 20, BLUE);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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