delta example

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RobinsAviary 2025-09-29 12:17:58 -04:00
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/*
4. Code should follow raylib conventions: https://github.com/raysan5/raylib/wiki/raylib-coding-conventions
Try to be very organized, using line-breaks appropiately
/*******************************************************************************************
*
* raylib [core] example - delta time
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.5
*
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
*
********************************************************************************************/
#include "raylib.h"
int currentFps = 60;
// Used only in this example in order to allow finer control of the FPS limit.
void UpdateFPS(int fps)
{
currentFps = fps;
SetTargetFPS(currentFps);
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
// The x positions for each circle.
float deltaX = 0;
float frameX = 0;
// The speed applied to both circles.
const float speed = 10.0;
const int circleRadius = 32;
// Calculate the visual Y position for both circles.
const float deltaY = screenHeight / 3.0;
const float frameY = screenHeight * (2.0/3.0);
SetTargetFPS(currentFps);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
// Update the target FPS based on number key.
if (IsKeyPressed(KEY_ONE)) UpdateFPS(10);
if (IsKeyPressed(KEY_TWO)) UpdateFPS(20);
if (IsKeyPressed(KEY_THREE)) UpdateFPS(30);
if (IsKeyPressed(KEY_FOUR)) UpdateFPS(40);
if (IsKeyPressed(KEY_FIVE)) UpdateFPS(50);
if (IsKeyPressed(KEY_SIX)) UpdateFPS(60);
if (IsKeyPressed(KEY_SEVEN)) UpdateFPS(70);
if (IsKeyPressed(KEY_EIGHT)) UpdateFPS(80);
if (IsKeyPressed(KEY_NINE)) UpdateFPS(90);
if (IsKeyPressed(KEY_ZERO)) UpdateFPS(0); // Unlimited framerate
if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R.
{
deltaX = 0;
frameX = 0;
}
// Adjust the FPS target based on the mouse wheel.
int mouseWheel = GetMouseWheelMove();
if (mouseWheel != 0)
{
currentFps += mouseWheel;
SetTargetFPS(currentFps);
}
// Use of delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS.
// Multiply by 6.0 (an arbitrary value) in order to make the speed visually closer to the other circle (at 60 fps), for comparison.
deltaX += GetFrameTime() * 6.0 * speed;
// This circle can move faster or slower visually depending on the FPS.
frameX += .1 * speed;
// If either circle is off the screen, reset it back to the start.
if (deltaX > screenWidth)
{
deltaX = 0;
}
if (frameX > screenWidth)
{
frameX = 0;
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw both circles to the screen.
DrawCircle(deltaX, deltaY, circleRadius, RED);
DrawCircle(frameX, frameY, circleRadius, BLUE);
// Determine what help text to show depending on the current FPS target.
char* fpsText;
if (currentFps <= 0)
{
if (currentFps < 0)
{
// Clamp values below 0.
currentFps = 0;
}
// Special text for when the FPS target is set to 0 or less, which makes it unlimited.
fpsText = TextFormat("fps: unlimited (%i)", GetFPS());
}
else {
fpsText = TextFormat("fps: %i", GetFPS());
}
// Draw the help text
DrawText(fpsText, 10, 10, 20, DARKGRAY);
DrawText(TextFormat("frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY);
DrawText("use the scroll wheel/number keys to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
// Draw the text above the circles.
DrawText("x += GetFrameTime() * speed", 10, 90, 20, RED);
DrawText("x += speed", 10, 240, 20, BLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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