From 3c8e5b81f810f6b752c8d2f87d1223b4521b6048 Mon Sep 17 00:00:00 2001 From: RobinsAviary Date: Mon, 29 Sep 2025 12:42:14 -0400 Subject: [PATCH] vector2 positions, removed all warnings --- examples/core/core_delta_time.c | 48 +++++++++++++++------------------ 1 file changed, 22 insertions(+), 26 deletions(-) diff --git a/examples/core/core_delta_time.c b/examples/core/core_delta_time.c index 6430fc642..d6ffc89ab 100644 --- a/examples/core/core_delta_time.c +++ b/examples/core/core_delta_time.c @@ -42,17 +42,13 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time"); - // The x positions for each circle. - float deltaX = 0; - float frameX = 0; + // 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 int circleRadius = 32; - - // Calculate the visual Y position for both circles. - const float deltaY = screenHeight / 3.0; - const float frameY = screenHeight * (2.0/3.0); + const float circleRadius = 32; SetTargetFPS(currentFps); //-------------------------------------------------------------------------------------- @@ -76,35 +72,35 @@ int main(void) if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R. { - deltaX = 0; - frameX = 0; + deltaCircle.x = 0; + frameCircle.x = 0; } // Adjust the FPS target based on the mouse wheel. - int mouseWheel = GetMouseWheelMove(); + float mouseWheel = GetMouseWheelMove(); if (mouseWheel != 0) { - currentFps += mouseWheel; + 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. - deltaX += GetFrameTime() * 6.0 * speed; + + // 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. - frameX += .1 * speed; + frameCircle.x += .1f * speed; // If either circle is off the screen, reset it back to the start. - if (deltaX > screenWidth) + if (deltaCircle.x > screenWidth) { - deltaX = 0; + deltaCircle.x = 0; } - if (frameX > screenWidth) + if (frameCircle.x > screenWidth) { - frameX = 0; + frameCircle.x = 0; } // Draw @@ -114,11 +110,11 @@ int main(void) ClearBackground(RAYWHITE); // Draw both circles to the screen. - DrawCircle(deltaX, deltaY, circleRadius, RED); - DrawCircle(frameX, frameY, circleRadius, BLUE); + DrawCircleV(deltaCircle, circleRadius, RED); + DrawCircleV(frameCircle, circleRadius, BLUE); // Determine what help text to show depending on the current FPS target. - char* fpsText; + const char* fpsText; if (currentFps <= 0) {