fix calls to GetRandomValue
This commit is contained in:
parent
9057c47904
commit
0bfc37450c
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@ -50,11 +50,11 @@ int main(void)
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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{
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circles[i].alpha = 0.0f;
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circles[i].alpha = 0.0f;
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circles[i].radius = (float)GetRandomValue(10, 40);
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circles[i].radius = (float)GetRandomRangeInt(10, 40);
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circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
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circles[i].position.x = (float)GetRandomRangeInt((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
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circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
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circles[i].position.y = (float)GetRandomRangeInt((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
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circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
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circles[i].speed = (float)GetRandomRangeInt(1, 100)/2000.0f;
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circles[i].color = colors[GetRandomValue(0, 13)];
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circles[i].color = colors[GetRandomRangeInt(0, 13)];
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}
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}
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Music music = LoadMusicStream("resources/mini1111.xm");
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Music music = LoadMusicStream("resources/mini1111.xm");
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@ -112,11 +112,11 @@ int main(void)
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if (circles[i].alpha <= 0.0f)
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if (circles[i].alpha <= 0.0f)
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{
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{
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circles[i].alpha = 0.0f;
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circles[i].alpha = 0.0f;
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circles[i].radius = (float)GetRandomValue(10, 40);
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circles[i].radius = (float)GetRandomRangeInt(10, 40);
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circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
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circles[i].position.x = (float)GetRandomRangeInt((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
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circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
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circles[i].position.y = (float)GetRandomRangeInt((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
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circles[i].color = colors[GetRandomValue(0, 13)];
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circles[i].color = colors[GetRandomRangeInt(0, 13)];
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circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
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circles[i].speed = (float)GetRandomRangeInt(1, 100)/2000.0f;
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}
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}
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -38,17 +38,17 @@ int main(void)
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for (int i = 0; i < MAX_BUILDINGS; i++)
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for (int i = 0; i < MAX_BUILDINGS; i++)
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{
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{
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buildings[i].width = (float)GetRandomValue(50, 200);
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buildings[i].width = (float)GetRandomRangeInt(50, 200);
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buildings[i].height = (float)GetRandomValue(100, 800);
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buildings[i].height = (float)GetRandomRangeInt(100, 800);
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buildings[i].y = screenHeight - 130.0f - buildings[i].height;
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buildings[i].y = screenHeight - 130.0f - buildings[i].height;
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buildings[i].x = -6000.0f + spacing;
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buildings[i].x = -6000.0f + spacing;
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spacing += (int)buildings[i].width;
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spacing += (int)buildings[i].width;
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buildColors[i] = (Color){
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buildColors[i] = (Color){
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(unsigned char)GetRandomValue(200, 240),
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(unsigned char)GetRandomRangeInt(200, 240),
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(unsigned char)GetRandomValue(200, 240),
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(unsigned char)GetRandomRangeInt(200, 240),
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(unsigned char)GetRandomValue(200, 250),
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(unsigned char)GetRandomRangeInt(200, 250),
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255};
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255};
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}
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}
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@ -47,9 +47,9 @@ int main(void)
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for (int i = 0; i < MAX_COLUMNS; i++)
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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{
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heights[i] = (float)GetRandomValue(1, 12);
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heights[i] = (float)GetRandomRangeInt(1, 12);
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positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
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positions[i] = (Vector3){ (float)GetRandomRangeInt(-15, 15), heights[i]/2.0f, (float)GetRandomRangeInt(-15, 15) };
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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colors[i] = (Color){ GetRandomRangeInt(20, 255), GetRandomRangeInt(10, 55), 30, 255 };
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}
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}
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DisableCursor(); // Limit cursor to relative movement inside the window
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DisableCursor(); // Limit cursor to relative movement inside the window
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@ -119,9 +119,9 @@ int main(void)
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static Color GenerateRandomColor()
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static Color GenerateRandomColor()
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{
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{
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Color color = {
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Color color = {
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GetRandomValue(0, 255),
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GetRandomRangeInt(0, 255),
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GetRandomValue(0, 255),
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GetRandomRangeInt(0, 255),
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GetRandomValue(0, 255),
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GetRandomRangeInt(0, 255),
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255
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255
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};
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};
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@ -29,7 +29,7 @@ int main(void)
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// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
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// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
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int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
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int randValue = GetRandomRangeInt(-8, 5); // Get a random integer number between -8 and 5 (both included)
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unsigned int framesCounter = 0; // Variable used to count frames
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unsigned int framesCounter = 0; // Variable used to count frames
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@ -46,7 +46,7 @@ int main(void)
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// Every two seconds (120 frames) a new random value is generated
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// Every two seconds (120 frames) a new random value is generated
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if (((framesCounter/120)%2) == 1)
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if (((framesCounter/120)%2) == 1)
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{
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{
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randValue = GetRandomValue(-8, 5);
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randValue = GetRandomRangeInt(-8, 5);
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framesCounter = 0;
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framesCounter = 0;
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -55,8 +55,8 @@ int main(void)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_R))
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if (IsKeyPressed(KEY_R))
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{
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{
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score = GetRandomValue(1000, 2000);
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score = GetRandomRangeInt(1000, 2000);
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hiscore = GetRandomValue(2000, 4000);
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hiscore = GetRandomRangeInt(2000, 4000);
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}
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}
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if (IsKeyPressed(KEY_ENTER))
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if (IsKeyPressed(KEY_ENTER))
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@ -43,7 +43,7 @@ int main(void)
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SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
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SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
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Color colors[10] = { 0 };
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Color colors[10] = { 0 };
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomRangeInt(100, 250), GetRandomRangeInt(50, 150), GetRandomRangeInt(10, 100), 255 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -59,7 +59,7 @@ int main(void)
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if (IsKeyPressed(KEY_SPACE))
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if (IsKeyPressed(KEY_SPACE))
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{
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{
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// Recalculate random colors for the bars
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// Recalculate random colors for the bars
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomRangeInt(100, 250), GetRandomRangeInt(50, 150), GetRandomRangeInt(10, 100), 255 };
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}
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}
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// Update virtual mouse (clamped mouse value behind game screen)
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// Update virtual mouse (clamped mouse value behind game screen)
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@ -84,12 +84,12 @@ int main(void)
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for (int i = 0; i < MAX_PARTICLES; i++)
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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{
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particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
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particles[i].x = (float)GetRandomRangeInt(20, screenWidth - 20);
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particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
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particles[i].y = (float)GetRandomRangeInt(50, screenHeight - 20);
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// Give each particle a slightly different period. But don't spread it to much.
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// Give each particle a slightly different period. But don't spread it to much.
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// This way the particles line up every so often and you get a glimps of what is going on.
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// This way the particles line up every so often and you get a glimps of what is going on.
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particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
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particles[i].period = (float)GetRandomRangeInt(10, 30)/10.0f;
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}
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}
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// Create a plain OpenGL vertex buffer with the data and an vertex array object
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// Create a plain OpenGL vertex buffer with the data and an vertex array object
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@ -60,9 +60,9 @@ int main(void)
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// Translate and rotate cubes randomly
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// Translate and rotate cubes randomly
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for (int i = 0; i < MAX_INSTANCES; i++)
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for (int i = 0; i < MAX_INSTANCES; i++)
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{
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{
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Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50));
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Matrix translation = MatrixTranslate((float)GetRandomRangeInt(-50, 50), (float)GetRandomRangeInt(-50, 50), (float)GetRandomRangeInt(-50, 50));
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Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
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Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomRangeInt(0, 360), (float)GetRandomRangeInt(0, 360), (float)GetRandomRangeInt(0, 360) });
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float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
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float angle = (float)GetRandomRangeInt(0, 180)*DEG2RAD;
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Matrix rotation = MatrixRotate(axis, angle);
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Matrix rotation = MatrixRotate(axis, angle);
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transforms[i] = MatrixMultiply(rotation, translation);
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transforms[i] = MatrixMultiply(rotation, translation);
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@ -124,14 +124,14 @@ int main(void)
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// and initialize the shader locations
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// and initialize the shader locations
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for (int i = 0; i < MAX_SPOTS; i++)
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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{
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spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
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spots[i].position.x = (float)GetRandomRangeInt(64, screenWidth - 64);
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spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
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spots[i].position.y = (float)GetRandomRangeInt(64, screenHeight - 64);
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spots[i].speed = (Vector2){ 0, 0 };
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spots[i].speed = (Vector2){ 0, 0 };
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while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
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while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
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{
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{
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spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.x = GetRandomRangeInt(-400, 40) / 10.0f;
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spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.y = GetRandomRangeInt(-400, 40) / 10.0f;
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}
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}
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spots[i].inner = 28.0f * (i + 1);
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spots[i].inner = 28.0f * (i + 1);
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@ -235,8 +235,8 @@ static void ResetStar(Star *s)
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do
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do
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{
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{
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s->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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s->speed.x = (float)GetRandomRangeInt(-1000, 1000)/100.0f;
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s->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
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s->speed.y = (float)GetRandomRangeInt(-1000, 1000)/100.0f;
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} while (!(fabs(s->speed.x) + (fabs(s->speed.y) > 1)));
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} while (!(fabs(s->speed.x) + (fabs(s->speed.y) > 1)));
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@ -204,7 +204,7 @@ void SetupBoxes(Rectangle *boxes, int *count)
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for (int i = 5; i < MAX_BOXES; i++)
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for (int i = 5; i < MAX_BOXES; i++)
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{
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{
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boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
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boxes[i] = (Rectangle){(float)GetRandomRangeInt(0,GetScreenWidth()), (float)GetRandomRangeInt(0,GetScreenHeight()), (float)GetRandomRangeInt(10,100), (float)GetRandomRangeInt(10,100) };
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}
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}
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*count = MAX_BOXES;
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*count = MAX_BOXES;
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@ -232,7 +232,7 @@ int main(void)
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for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
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for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
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{
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{
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multi[i] = GenerateRandomColor(0.5f, 0.8f);
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multi[i] = GenerateRandomColor(0.5f, 0.8f);
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multi[i].a = GetRandomValue(0, 255);
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multi[i].a = GetRandomRangeInt(0, 255);
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}
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}
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}
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}
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}
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}
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@ -688,7 +688,7 @@ static Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, fl
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static Color GenerateRandomColor(float s, float v)
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static Color GenerateRandomColor(float s, float v)
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{
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{
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const float Phi = 0.618033988749895f; // Golden ratio conjugate
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const float Phi = 0.618033988749895f; // Golden ratio conjugate
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float h = (float)GetRandomValue(0, 360);
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float h = (float)GetRandomRangeInt(0, 360);
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h = fmodf((h + h*Phi), 360.0f);
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h = fmodf((h + h*Phi), 360.0f);
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return ColorFromHSV(h, s, v);
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return ColorFromHSV(h, s, v);
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}
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}
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static void RandomizeEmoji(void)
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static void RandomizeEmoji(void)
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{
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{
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hovered = selected = -1;
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hovered = selected = -1;
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int start = GetRandomValue(45, 360);
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int start = GetRandomRangeInt(45, 360);
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for (int i = 0; i < SIZEOF(emoji); ++i)
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for (int i = 0; i < SIZEOF(emoji); ++i)
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{
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{
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// 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
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// 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
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emoji[i].index = GetRandomValue(0, 179)*5;
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emoji[i].index = GetRandomRangeInt(0, 179)*5;
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// Generate a random color for this emoji
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// Generate a random color for this emoji
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emoji[i].color = Fade(ColorFromHSV((float)((start*(i + 1))%360), 0.6f, 0.85f), 0.8f);
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emoji[i].color = Fade(ColorFromHSV((float)((start*(i + 1))%360), 0.6f, 0.85f), 0.8f);
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// Set a random message for this emoji
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// Set a random message for this emoji
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emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);
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emoji[i].message = GetRandomRangeInt(0, SIZEOF(messages) - 1);
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}
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}
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}
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}
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if (bunniesCount < MAX_BUNNIES)
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if (bunniesCount < MAX_BUNNIES)
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{
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{
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bunnies[bunniesCount].position = GetMousePosition();
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bunnies[bunniesCount].position = GetMousePosition();
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bunnies[bunniesCount].speed.x = (float)GetRandomValue(-250, 250)/60.0f;
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bunnies[bunniesCount].speed.x = (float)GetRandomRangeInt(-250, 250)/60.0f;
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bunnies[bunniesCount].speed.y = (float)GetRandomValue(-250, 250)/60.0f;
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bunnies[bunniesCount].speed.y = (float)GetRandomRangeInt(-250, 250)/60.0f;
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bunnies[bunniesCount].color = (Color){ GetRandomValue(50, 240),
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bunnies[bunniesCount].color = (Color){ GetRandomRangeInt(50, 240),
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GetRandomValue(80, 240),
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GetRandomRangeInt(80, 240),
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GetRandomValue(100, 240), 255 };
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GetRandomRangeInt(100, 240), 255 };
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bunniesCount++;
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bunniesCount++;
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}
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}
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}
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}
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// Load map tiles (generating 2 random tile ids for testing)
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// Load map tiles (generating 2 random tile ids for testing)
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// NOTE: Map tile ids should be probably loaded from an external map file
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// NOTE: Map tile ids should be probably loaded from an external map file
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for (unsigned int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1);
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for (unsigned int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomRangeInt(0, 1);
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// Player position on the screen (pixel coordinates, not tile coordinates)
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// Player position on the screen (pixel coordinates, not tile coordinates)
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Vector2 playerPosition = { 180, 130 };
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Vector2 playerPosition = { 180, 130 };
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for (int i = 0; i < MAX_PARTICLES; i++)
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for (int i = 0; i < MAX_PARTICLES; i++)
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{
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{
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mouseTail[i].position = (Vector2){ 0, 0 };
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mouseTail[i].position = (Vector2){ 0, 0 };
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mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
|
mouseTail[i].color = (Color){ GetRandomRangeInt(0, 255), GetRandomRangeInt(0, 255), GetRandomRangeInt(0, 255), 255 };
|
||||||
mouseTail[i].alpha = 1.0f;
|
mouseTail[i].alpha = 1.0f;
|
||||||
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
|
mouseTail[i].size = (float)GetRandomRangeInt(1, 30)/20.0f;
|
||||||
mouseTail[i].rotation = (float)GetRandomValue(0, 360);
|
mouseTail[i].rotation = (float)GetRandomRangeInt(0, 360);
|
||||||
mouseTail[i].active = false;
|
mouseTail[i].active = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -980,14 +980,14 @@ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col
|
||||||
}
|
}
|
||||||
|
|
||||||
// Generate image: white noise
|
// Generate image: white noise
|
||||||
// NOTE: It requires GetRandomValue(), defined in [rcore]
|
// NOTE: It requires GetRandomRangeInt(), defined in [rcore]
|
||||||
Image GenImageWhiteNoise(int width, int height, float factor)
|
Image GenImageWhiteNoise(int width, int height, float factor)
|
||||||
{
|
{
|
||||||
Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color));
|
Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color));
|
||||||
|
|
||||||
for (int i = 0; i < width*height; i++)
|
for (int i = 0; i < width*height; i++)
|
||||||
{
|
{
|
||||||
if (GetRandomValue(0, 99) < (int)(factor*100.0f)) pixels[i] = WHITE;
|
if (GetRandomRangeInt(0, 99) < (int)(factor*100.0f)) pixels[i] = WHITE;
|
||||||
else pixels[i] = BLACK;
|
else pixels[i] = BLACK;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -1066,8 +1066,8 @@ Image GenImageCellular(int width, int height, int tileSize)
|
||||||
|
|
||||||
for (int i = 0; i < seedCount; i++)
|
for (int i = 0; i < seedCount; i++)
|
||||||
{
|
{
|
||||||
int y = (i/seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
|
int y = (i/seedsPerRow)*tileSize + GetRandomRangeInt(0, tileSize - 1);
|
||||||
int x = (i%seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
|
int x = (i%seedsPerRow)*tileSize + GetRandomRangeInt(0, tileSize - 1);
|
||||||
seeds[i] = (Vector2){ (float)x, (float)y };
|
seeds[i] = (Vector2){ (float)x, (float)y };
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user