vector2 positions, removed all warnings
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@ -42,17 +42,13 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
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// The x positions for each circle.
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// Store the position for the both of the circles.
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float deltaX = 0;
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Vector2 deltaCircle = {0, screenHeight / 3.0f};
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float frameX = 0;
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Vector2 frameCircle = {0, screenHeight * (2.0f/3.0f)};
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// The speed applied to both circles.
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// The speed applied to both circles.
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const float speed = 10.0;
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const float speed = 10.0;
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const int circleRadius = 32;
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const float circleRadius = 32;
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// Calculate the visual Y position for both circles.
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const float deltaY = screenHeight / 3.0;
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const float frameY = screenHeight * (2.0/3.0);
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SetTargetFPS(currentFps);
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SetTargetFPS(currentFps);
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -76,15 +72,15 @@ int main(void)
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if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R.
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if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R.
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{
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{
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deltaX = 0;
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deltaCircle.x = 0;
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frameX = 0;
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frameCircle.x = 0;
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}
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}
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// Adjust the FPS target based on the mouse wheel.
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// Adjust the FPS target based on the mouse wheel.
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int mouseWheel = GetMouseWheelMove();
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float mouseWheel = GetMouseWheelMove();
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if (mouseWheel != 0)
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if (mouseWheel != 0)
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{
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{
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currentFps += mouseWheel;
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currentFps += (int)mouseWheel;
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SetTargetFPS(currentFps);
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SetTargetFPS(currentFps);
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}
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}
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@ -92,19 +88,19 @@ int main(void)
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// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS.
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// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS.
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// Multiply by 6.0 (an arbitrary value) in order to make the speed visually closer to the other circle (at 60 fps), for comparison.
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// Multiply by 6.0 (an arbitrary value) in order to make the speed visually closer to the other circle (at 60 fps), for comparison.
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deltaX += GetFrameTime() * 6.0 * speed;
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deltaCircle.x += GetFrameTime() * 6.0f * speed;
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// This circle can move faster or slower visually depending on the FPS.
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// This circle can move faster or slower visually depending on the FPS.
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frameX += .1 * speed;
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frameCircle.x += .1f * speed;
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// If either circle is off the screen, reset it back to the start.
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// If either circle is off the screen, reset it back to the start.
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if (deltaX > screenWidth)
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if (deltaCircle.x > screenWidth)
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{
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{
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deltaX = 0;
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deltaCircle.x = 0;
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}
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}
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if (frameX > screenWidth)
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if (frameCircle.x > screenWidth)
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{
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{
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frameX = 0;
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frameCircle.x = 0;
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}
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}
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// Draw
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// Draw
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@ -114,11 +110,11 @@ int main(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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// Draw both circles to the screen.
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// Draw both circles to the screen.
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DrawCircle(deltaX, deltaY, circleRadius, RED);
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DrawCircleV(deltaCircle, circleRadius, RED);
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DrawCircle(frameX, frameY, circleRadius, BLUE);
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DrawCircleV(frameCircle, circleRadius, BLUE);
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// Determine what help text to show depending on the current FPS target.
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// Determine what help text to show depending on the current FPS target.
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char* fpsText;
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const char* fpsText;
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if (currentFps <= 0)
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if (currentFps <= 0)
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{
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{
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