Fixed spacing and added more consistency with sinf() and cosf()
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1a79ffd766
commit
58c1c88e51
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@ -25,7 +25,7 @@ int main(void)
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const int virualScreenWidth = 160;
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const int virualScreenWidth = 160;
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const int virtualScreenHeight = 90;
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const int virtualScreenHeight = 90;
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const float virtualRatio = (float)screenWidth / (float)virualScreenWidth;
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const float virtualRatio = (float)screenWidth/(float)virualScreenWidth;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
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@ -43,7 +43,7 @@ int main(void)
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//The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons.
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//The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons.
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Rectangle renderTextureSource = { 0.0f, 0.0f, (float)renderTexture.texture.width, (float)-renderTexture.texture.height };
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Rectangle renderTextureSource = { 0.0f, 0.0f, (float)renderTexture.texture.width, (float)-renderTexture.texture.height };
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Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio * 2), screenHeight + (virtualRatio * 2) };
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Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
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Vector2 origin = { 0.0f, 0.0f };
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Vector2 origin = { 0.0f, 0.0f };
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@ -61,11 +61,11 @@ int main(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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rotation += degreesPerSecond * GetFrameTime(); // Rotate the rectangles.
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rotation += degreesPerSecond*GetFrameTime(); // Rotate the rectangles.
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// Make the camera move to demonstrate the effect.
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// Make the camera move to demonstrate the effect.
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cameraX = (sin(GetTime()) * 50.0f) - 10.0f;
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cameraX = (sinf(GetTime())*50.0f) - 10.0f;
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cameraY = cos(GetTime()) * 30.0f;
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cameraY = cosf(GetTime())*30.0f;
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// Set the camera's target to the values computed above.
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// Set the camera's target to the values computed above.
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screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
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screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
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@ -75,7 +75,7 @@ int main(void)
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{
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{
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worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
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worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
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screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
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screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
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screenSpaceCamera.target.x *= virtualRatio;
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screenSpaceCamera.target.x*=virtualRatio;
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}
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}
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// Round worldCamera's Y, keep the decimals on screenSpaceCamera.
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// Round worldCamera's Y, keep the decimals on screenSpaceCamera.
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@ -83,7 +83,7 @@ int main(void)
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{
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{
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worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
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worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
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screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
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screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
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screenSpaceCamera.target.y *= virtualRatio;
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screenSpaceCamera.target.y*=virtualRatio;
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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