removed keys, moved global to local, conventions & comments, show target fps
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3c8e5b81f8
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86fa901ff2
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@ -21,15 +21,6 @@ Try to be very organized, using line-breaks appropiately
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#include "raylib.h"
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int currentFps = 60;
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// Used only in this example in order to allow finer control of the FPS limit.
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void UpdateFPS(int fps)
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{
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currentFps = fps;
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SetTargetFPS(currentFps);
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@ -42,6 +33,8 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
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int currentFps = 60;
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// Store the position for the both of the circles.
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Vector2 deltaCircle = {0, screenHeight / 3.0f};
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Vector2 frameCircle = {0, screenHeight * (2.0f/3.0f)};
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@ -57,26 +50,14 @@ int main(void)
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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// Update the target FPS based on number key.
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if (IsKeyPressed(KEY_ONE)) UpdateFPS(10);
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if (IsKeyPressed(KEY_TWO)) UpdateFPS(20);
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if (IsKeyPressed(KEY_THREE)) UpdateFPS(30);
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if (IsKeyPressed(KEY_FOUR)) UpdateFPS(40);
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if (IsKeyPressed(KEY_FIVE)) UpdateFPS(50);
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if (IsKeyPressed(KEY_SIX)) UpdateFPS(60);
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if (IsKeyPressed(KEY_SEVEN)) UpdateFPS(70);
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if (IsKeyPressed(KEY_EIGHT)) UpdateFPS(80);
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if (IsKeyPressed(KEY_NINE)) UpdateFPS(90);
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if (IsKeyPressed(KEY_ZERO)) UpdateFPS(0); // Unlimited framerate
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if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R.
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//----------------------------------------------
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if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R
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{
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deltaCircle.x = 0;
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frameCircle.x = 0;
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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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float mouseWheel = GetMouseWheelMove();
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if (mouseWheel != 0)
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{
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@ -84,15 +65,15 @@ int main(void)
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SetTargetFPS(currentFps);
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}
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// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time).
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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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// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
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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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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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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 (deltaCircle.x > screenWidth)
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{
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deltaCircle.x = 0;
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@ -127,14 +108,15 @@ int main(void)
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// Special text for when the FPS target is set to 0 or less, which makes it unlimited.
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fpsText = TextFormat("fps: unlimited (%i)", GetFPS());
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}
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else {
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fpsText = TextFormat("fps: %i", GetFPS());
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else
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{
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fpsText = TextFormat("fps: %i (target: %i)", GetFPS(), currentFps);
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}
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// Draw the help text
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DrawText(fpsText, 10, 10, 20, DARKGRAY);
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DrawText(TextFormat("frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY);
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DrawText("use the scroll wheel/number keys to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
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DrawText("use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
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// Draw the text above the circles.
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DrawText("x += GetFrameTime() * speed", 10, 90, 20, RED);
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