diff --git a/examples/shapes/shapes_bouncing_ball.c b/examples/shapes/shapes_bouncing_ball.c index 187cd41af..824c7577f 100644 --- a/examples/shapes/shapes_bouncing_ball.c +++ b/examples/shapes/shapes_bouncing_ball.c @@ -4,8 +4,10 @@ * * Example complexity rating: [★☆☆☆] 1/4 * -* Example originally created with raylib 2.5, last time updated with raylib 2.5 +* Example originally created with raylib 2.5, last time updated with raylib 5.6 * +* Example contributed by Jopestpe (@jopestpe) +* * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * @@ -31,6 +33,7 @@ int main(void) Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }; Vector2 ballSpeed = { 5.0f, 4.0f }; int ballRadius = 20; + float gravity = 0.2f; bool pause = 0; int framesCounter = 0; @@ -50,9 +53,11 @@ int main(void) ballPosition.x += ballSpeed.x; ballPosition.y += ballSpeed.y; + ballSpeed.y += gravity; + // Check walls collision for bouncing if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; - if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; + if ((ballPosition.y >= (GetScreenHeight() - ballRadius))) ballSpeed.y *= -0.95f; } else framesCounter++; //-----------------------------------------------------