diff --git a/examples/core/core_input_multitouch.c b/examples/core/core_input_multitouch.c index 0f5d82625..cd074c152 100644 --- a/examples/core/core_input_multitouch.c +++ b/examples/core/core_input_multitouch.c @@ -27,7 +27,7 @@ int main(void) Vector2 ballPosition = { -100.0f, -100.0f }; Color ballColor = BEIGE; - float touchCounter = 0; + int touchCounter = 0; Vector2 touchPosition = { 0 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -50,7 +50,7 @@ int main(void) if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10; - if (touchCounter > 0) touchCounter -= 1; + if (touchCounter > 0) touchCounter--; //---------------------------------------------------------------------------------- // Draw @@ -73,7 +73,7 @@ int main(void) } // Draw the normal mouse location - DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor); + DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor); DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY); DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY); diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index 9d22fcc7f..c37e75609 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -98,7 +98,7 @@ int main(void) // Draw RenderTexture2D to window, properly scaled DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height }, - (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f, + (Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f, (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE); EndDrawing(); diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index a93ea0335..b46b65c74 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -45,10 +45,10 @@ int main(void) camera.projection = CAMERA_PERSPECTIVE; // Define our three models to show the shader on - Mesh torus = GenMeshTorus(.3f, 1, 16, 32); + Mesh torus = GenMeshTorus(0.3f, 1, 16, 32); Model model1 = LoadModelFromMesh(torus); - Mesh cube = GenMeshCube(.8f,.8f,.8f); + Mesh cube = GenMeshCube(0.8f,0.8f,0.8f); Model model2 = LoadModelFromMesh(cube); // Generate model to be shaded just to see the gaps in the other two diff --git a/examples/textures/textures_mouse_painting.c b/examples/textures/textures_mouse_painting.c index 585809c27..30fd390f0 100644 --- a/examples/textures/textures_mouse_painting.c +++ b/examples/textures/textures_mouse_painting.c @@ -44,7 +44,7 @@ int main(void) int colorSelected = 0; int colorSelectedPrev = colorSelected; int colorMouseHover = 0; - float brushSize = 20; + float brushSize = 20.0f; bool mouseWasPressed = false; Rectangle btnSaveRec = { 750, 10, 40, 30 };