cleanups from review

This commit is contained in:
Jeffery Myers 2021-03-22 17:26:13 -07:00
parent d0b693c931
commit 6c6bc5b512
4 changed files with 7 additions and 7 deletions

View File

@ -27,7 +27,7 @@ int main(void)
Vector2 ballPosition = { -100.0f, -100.0f }; Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = BEIGE; Color ballColor = BEIGE;
float touchCounter = 0; int touchCounter = 0;
Vector2 touchPosition = { 0 }; Vector2 touchPosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second 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_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
if (touchCounter > 0) touchCounter -= 1; if (touchCounter > 0) touchCounter--;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -73,7 +73,7 @@ int main(void)
} }
// Draw the normal mouse location // 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("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); DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);

View File

@ -98,7 +98,7 @@ int main(void)
// Draw RenderTexture2D to window, properly scaled // Draw RenderTexture2D to window, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height }, 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); (float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
EndDrawing(); EndDrawing();

View File

@ -45,10 +45,10 @@ int main(void)
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE;
// Define our three models to show the shader on // 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); Model model1 = LoadModelFromMesh(torus);
Mesh cube = GenMeshCube(.8f,.8f,.8f); Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
Model model2 = LoadModelFromMesh(cube); Model model2 = LoadModelFromMesh(cube);
// Generate model to be shaded just to see the gaps in the other two // Generate model to be shaded just to see the gaps in the other two

View File

@ -44,7 +44,7 @@ int main(void)
int colorSelected = 0; int colorSelected = 0;
int colorSelectedPrev = colorSelected; int colorSelectedPrev = colorSelected;
int colorMouseHover = 0; int colorMouseHover = 0;
float brushSize = 20; float brushSize = 20.0f;
bool mouseWasPressed = false; bool mouseWasPressed = false;
Rectangle btnSaveRec = { 750, 10, 40, 30 }; Rectangle btnSaveRec = { 750, 10, 40, 30 };