From 468b700d5d6b4c868b259d983f6a8f277b67b393 Mon Sep 17 00:00:00 2001 From: Milan Nikolic Date: Tue, 21 Feb 2017 17:16:26 +0100 Subject: [PATCH] Golint --- examples/android/example/main.go | 1 + examples/audio/module_playing/main.go | 14 +- examples/core/2d_camera/main.go | 10 +- examples/core/3d_camera_first_person/main.go | 12 +- examples/core/gestures_detection/main.go | 4 +- examples/core/input_gamepad/main.go | 8 +- examples/core/mouse_wheel/main.go | 4 - examples/core/storage_values/main.go | 12 +- examples/games/floppy/main.go | 18 +-- examples/games/snake/main.go | 9 +- examples/textures/formats_loading/main.go | 131 +++++++++--------- examples/textures/image_processing/main.go | 9 +- .../textures/particles_trail_blending/main.go | 16 +-- physics/physics.go | 6 +- 14 files changed, 130 insertions(+), 124 deletions(-) diff --git a/examples/android/example/main.go b/examples/android/example/main.go index 8b10628..6148030 100644 --- a/examples/android/example/main.go +++ b/examples/android/example/main.go @@ -8,6 +8,7 @@ import ( "github.com/gen2brain/raylib-go/raylib" ) +// Game states const ( Logo = iota Title diff --git a/examples/audio/module_playing/main.go b/examples/audio/module_playing/main.go index 1ab957b..18d18c3 100644 --- a/examples/audio/module_playing/main.go +++ b/examples/audio/module_playing/main.go @@ -4,9 +4,9 @@ import ( "github.com/gen2brain/raylib-go/raylib" ) -const MaxCircles = 64 +const maxCircles = 64 -type CircleWave struct { +type circleWave struct { Position raylib.Vector2 Radius float32 Alpha float32 @@ -30,10 +30,10 @@ func main() { raylib.Yellow, raylib.Green, raylib.SkyBlue, raylib.Purple, raylib.Beige, } - circles := make([]CircleWave, MaxCircles) + circles := make([]circleWave, maxCircles) - for i := MaxCircles - 1; i >= 0; i-- { - c := CircleWave{} + for i := maxCircles - 1; i >= 0; i-- { + c := circleWave{} c.Alpha = 0 c.Radius = float32(raylib.GetRandomValue(10, 40)) @@ -79,7 +79,7 @@ func main() { timePlayed := int32(raylib.GetMusicTimePlayed(xm)/raylib.GetMusicTimeLength(xm)*float32(screenWidth-40)) * 2 // Color circles animation - for i := MaxCircles - 1; (i >= 0) && !pause; i-- { + for i := maxCircles - 1; (i >= 0) && !pause; i-- { circles[i].Alpha += circles[i].Speed circles[i].Radius += circles[i].Speed * 10.0 @@ -101,7 +101,7 @@ func main() { raylib.ClearBackground(raylib.RayWhite) - for i := MaxCircles - 1; i >= 0; i-- { + for i := maxCircles - 1; i >= 0; i-- { raylib.DrawCircleV(circles[i].Position, float32(circles[i].Radius), raylib.Fade(circles[i].Color, circles[i].Alpha)) } diff --git a/examples/core/2d_camera/main.go b/examples/core/2d_camera/main.go index 80d13ab..48dbd2c 100644 --- a/examples/core/2d_camera/main.go +++ b/examples/core/2d_camera/main.go @@ -5,7 +5,7 @@ import ( ) var ( - MaxBuildings int = 100 + maxBuildings int = 100 ) func main() { @@ -16,12 +16,12 @@ func main() { player := raylib.NewRectangle(400, 280, 40, 40) - buildings := make([]raylib.Rectangle, MaxBuildings) - buildColors := make([]raylib.Color, MaxBuildings) + buildings := make([]raylib.Rectangle, maxBuildings) + buildColors := make([]raylib.Color, maxBuildings) spacing := int32(0) - for i := 0; i < MaxBuildings; i++ { + for i := 0; i < maxBuildings; i++ { r := raylib.Rectangle{} r.Width = raylib.GetRandomValue(50, 200) r.Height = raylib.GetRandomValue(100, 800) @@ -93,7 +93,7 @@ func main() { raylib.DrawRectangle(-6000, 320, 13000, 8000, raylib.DarkGray) - for i := 0; i < MaxBuildings; i++ { + for i := 0; i < maxBuildings; i++ { raylib.DrawRectangleRec(buildings[i], buildColors[i]) } diff --git a/examples/core/3d_camera_first_person/main.go b/examples/core/3d_camera_first_person/main.go index 86be7c9..e9dc269 100644 --- a/examples/core/3d_camera_first_person/main.go +++ b/examples/core/3d_camera_first_person/main.go @@ -5,7 +5,7 @@ import ( ) const ( - MaxColumns = 20 + maxColumns = 20 ) func main() { @@ -18,11 +18,11 @@ func main() { camera.Fovy = 60.0 // Generates some random columns - heights := make([]float32, MaxColumns) - positions := make([]raylib.Vector3, MaxColumns) - colors := make([]raylib.Color, MaxColumns) + heights := make([]float32, maxColumns) + positions := make([]raylib.Vector3, maxColumns) + colors := make([]raylib.Color, maxColumns) - for i := 0; i < MaxColumns; i++ { + for i := 0; i < maxColumns; i++ { heights[i] = float32(raylib.GetRandomValue(1, 12)) positions[i] = raylib.NewVector3(float32(raylib.GetRandomValue(-15, 15)), heights[i]/2, float32(raylib.GetRandomValue(-15, 15))) colors[i] = raylib.NewColor(uint8(raylib.GetRandomValue(20, 255)), uint8(raylib.GetRandomValue(10, 55)), 30, 255) @@ -47,7 +47,7 @@ func main() { raylib.DrawCube(raylib.NewVector3(0.0, 2.5, 16.0), 32.0, 5.0, 1.0, raylib.Gold) // Draw a yellow wall // Draw some cubes around - for i := 0; i < MaxColumns; i++ { + for i := 0; i < maxColumns; i++ { raylib.DrawCube(positions[i], 2.0, heights[i], 2.0, colors[i]) raylib.DrawCubeWires(positions[i], 2.0, heights[i], 2.0, raylib.Maroon) } diff --git a/examples/core/gestures_detection/main.go b/examples/core/gestures_detection/main.go index bfe0466..6d26849 100644 --- a/examples/core/gestures_detection/main.go +++ b/examples/core/gestures_detection/main.go @@ -5,7 +5,7 @@ import ( ) var ( - MaxGestureStrings int = 20 + maxGestureStrings int = 20 ) func main() { @@ -56,7 +56,7 @@ func main() { gestureStrings = append(gestureStrings, "GESTURE PINCH OUT") } - if len(gestureStrings) >= MaxGestureStrings { + if len(gestureStrings) >= maxGestureStrings { gestureStrings = make([]string, 0) } } diff --git a/examples/core/input_gamepad/main.go b/examples/core/input_gamepad/main.go index 079a37d..8c2bcce 100644 --- a/examples/core/input_gamepad/main.go +++ b/examples/core/input_gamepad/main.go @@ -7,8 +7,8 @@ import ( ) const ( - Xbox360NameId = "Xbox 360 Controller" - Ps3NameId = "PLAYSTATION(R)3 Controller" + xbox360NameID = "Xbox 360 Controller" + ps3NameID = "PLAYSTATION(R)3 Controller" ) func main() { @@ -29,7 +29,7 @@ func main() { if raylib.IsGamepadAvailable(raylib.GamepadPlayer1) { raylib.DrawText(fmt.Sprintf("GP1: %s", raylib.GetGamepadName(raylib.GamepadPlayer1)), 10, 10, 10, raylib.Black) - if raylib.IsGamepadName(raylib.GamepadPlayer1, Xbox360NameId) { + if raylib.IsGamepadName(raylib.GamepadPlayer1, xbox360NameID) { raylib.DrawTexture(texXboxPad, 0, 0, raylib.DarkGray) // Draw buttons: xbox home @@ -99,7 +99,7 @@ func main() { raylib.DrawRectangle(170, 30, 15, int32(((1.0+raylib.GetGamepadAxisMovement(raylib.GamepadPlayer1, raylib.GamepadXboxAxisLt))/2.0)*70), raylib.Red) raylib.DrawRectangle(604, 30, 15, int32(((1.0+raylib.GetGamepadAxisMovement(raylib.GamepadPlayer1, raylib.GamepadXboxAxisRt))/2.0)*70), raylib.Red) - } else if raylib.IsGamepadName(raylib.GamepadPlayer1, Ps3NameId) { + } else if raylib.IsGamepadName(raylib.GamepadPlayer1, ps3NameID) { raylib.DrawTexture(texPs3Pad, 0, 0, raylib.DarkGray) // Draw buttons: ps diff --git a/examples/core/mouse_wheel/main.go b/examples/core/mouse_wheel/main.go index 41b1a6e..d8e66fa 100644 --- a/examples/core/mouse_wheel/main.go +++ b/examples/core/mouse_wheel/main.go @@ -6,10 +6,6 @@ import ( "github.com/gen2brain/raylib-go/raylib" ) -var ( - MaxBuildings int = 100 -) - func main() { screenWidth := int32(800) screenHeight := int32(450) diff --git a/examples/core/storage_values/main.go b/examples/core/storage_values/main.go index f14de5d..0898700 100644 --- a/examples/core/storage_values/main.go +++ b/examples/core/storage_values/main.go @@ -7,8 +7,8 @@ import ( ) const ( - StorageScore = 0 - StorageHiscore = 1 + storageScore = 0 + storageHiscore = 1 ) func main() { @@ -28,12 +28,12 @@ func main() { } if raylib.IsKeyPressed(raylib.KeyEnter) { - raylib.StorageSaveValue(StorageScore, score) - raylib.StorageSaveValue(StorageHiscore, hiscore) + raylib.StorageSaveValue(storageScore, score) + raylib.StorageSaveValue(storageHiscore, hiscore) } else if raylib.IsKeyPressed(raylib.KeySpace) { // NOTE: If requested position could not be found, value 0 is returned - score = raylib.StorageLoadValue(StorageScore) - hiscore = raylib.StorageLoadValue(StorageHiscore) + score = raylib.StorageLoadValue(storageScore) + hiscore = raylib.StorageLoadValue(storageHiscore) } framesCounter++ diff --git a/examples/games/floppy/main.go b/examples/games/floppy/main.go index 831e698..d10918c 100644 --- a/examples/games/floppy/main.go +++ b/examples/games/floppy/main.go @@ -18,19 +18,19 @@ const ( spriteSize = 48 ) -// Floppy +// Floppy type type Floppy struct { Position raylib.Vector2 } -// Pipe +// Pipe type type Pipe struct { Rec raylib.Rectangle Color raylib.Color Active bool } -// Game +// Game type type Game struct { ScreenWidth int32 ScreenHeight int32 @@ -60,7 +60,7 @@ type Game struct { PipesSpeedX int32 } -// New Game +// NewGame - Start new game func NewGame() (g Game) { g.Init() return @@ -119,7 +119,7 @@ func run(app unsafe.Pointer) { os.Exit(0) } -// Initialize game +// Init - Initialize game func (g *Game) Init() { // Window resolution g.ScreenWidth = 504 @@ -173,7 +173,7 @@ func (g *Game) Init() { g.Pause = false } -// Load resources +// Load - Load resources func (g *Game) Load() { g.FxFlap = raylib.LoadSound("sounds/flap.wav") g.FxSlap = raylib.LoadSound("sounds/slap.wav") @@ -182,7 +182,7 @@ func (g *Game) Load() { g.Texture = raylib.LoadTexture("images/sprite.png") } -// Unload resources +// Unload - Unload resources func (g *Game) Unload() { raylib.UnloadSound(g.FxFlap) raylib.UnloadSound(g.FxSlap) @@ -191,7 +191,7 @@ func (g *Game) Unload() { raylib.UnloadTexture(g.Texture) } -// Update game +// Update - Update game func (g *Game) Update() { if raylib.WindowShouldClose() { g.WindowShouldClose = true @@ -304,7 +304,7 @@ func (g *Game) Update() { } } -// Draw game +// Draw - Draw game func (g *Game) Draw() { raylib.BeginDrawing() diff --git a/examples/games/snake/main.go b/examples/games/snake/main.go index 45948f1..cbe72ba 100644 --- a/examples/games/snake/main.go +++ b/examples/games/snake/main.go @@ -9,6 +9,7 @@ const ( squareSize = 31 ) +// Snake type type Snake struct { Position raylib.Vector2 Size raylib.Vector2 @@ -16,6 +17,7 @@ type Snake struct { Color raylib.Color } +// Food type type Food struct { Position raylib.Vector2 Size raylib.Vector2 @@ -23,6 +25,7 @@ type Food struct { Color raylib.Color } +// Game type type Game struct { ScreenWidth int32 ScreenHeight int32 @@ -56,7 +59,7 @@ func main() { raylib.CloseWindow() } -// Initialize game +// Init - Initialize game func (g *Game) Init() { g.ScreenWidth = 800 g.ScreenHeight = 450 @@ -97,7 +100,7 @@ func (g *Game) Init() { g.Fruit.Active = false } -// Update game +// Update - Update game func (g *Game) Update() { if !g.GameOver { if raylib.IsKeyPressed('P') { @@ -192,7 +195,7 @@ func (g *Game) Update() { } } -// Draw game +// Draw - Draw game func (g *Game) Draw() { raylib.BeginDrawing() diff --git a/examples/textures/formats_loading/main.go b/examples/textures/formats_loading/main.go index b699170..ee44721 100644 --- a/examples/textures/formats_loading/main.go +++ b/examples/textures/formats_loading/main.go @@ -6,33 +6,34 @@ import ( "github.com/gen2brain/raylib-go/raylib" ) -const NumTextures = 24 +const numTextures = 24 +// Formats const ( - PNG_R8G8B8A8 = iota - PVR_GRAYSCALE - PVR_GRAY_ALPHA - PVR_R5G6B5 - PVR_R5G5B5A1 - PVR_R4G4B4A4 - DDS_R5G6B5 - DDS_R5G5B5A1 - DDS_R4G4B4A4 - DDS_R8G8B8A8 - DDS_DXT1_RGB - DDS_DXT1_RGBA - DDS_DXT3_RGBA - DDS_DXT5_RGBA - PKM_ETC1_RGB - PKM_ETC2_RGB - PKM_ETC2_EAC_RGBA - KTX_ETC1_RGB - KTX_ETC2_RGB - KTX_ETC2_EAC_RGBA - ASTC_4x4_LDR - ASTC_8x8_LDR - PVR_PVRT_RGB - PVR_PVRT_RGBA + PngR8g8b8a8 = iota + PvrGrayscale + PvrGrayAlpha + PvrR5g6b5 + PvrR5g5b5a1 + PvrR4g4b4a4 + DdsR5g6b5 + DdsR5g5b5a1 + DdsR4g4b4a4 + DdsR8g8b8a8 + DdsDxt1Rgb + DdsDxt1Rgba + DdsDxt3Rgba + DdsDxt5Rgba + PkmEtc1Rgb + PkmEtc2Rgb + PkmEtc2EacRgba + KtxEtc1Rgb + KtxEtc2Rgb + KtxEtc2EacRgba + Astc4x4Ldr + Astc8x8Ldr + PvrPvrtRgb + PvrPvrtRgba ) var formatText = []string{ @@ -70,60 +71,60 @@ func main() { // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) - sonic := make([]raylib.Texture2D, NumTextures) + sonic := make([]raylib.Texture2D, numTextures) - sonic[PNG_R8G8B8A8] = raylib.LoadTexture("texture_formats/sonic.png") + sonic[PngR8g8b8a8] = raylib.LoadTexture("texture_formats/sonic.png") // Load UNCOMPRESSED PVR texture data - sonic[PVR_GRAYSCALE] = raylib.LoadTexture("texture_formats/sonic_GRAYSCALE.pvr") - sonic[PVR_GRAY_ALPHA] = raylib.LoadTexture("texture_formats/sonic_L8A8.pvr") - sonic[PVR_R5G6B5] = raylib.LoadTexture("texture_formats/sonic_R5G6B5.pvr") - sonic[PVR_R5G5B5A1] = raylib.LoadTexture("texture_formats/sonic_R5G5B5A1.pvr") - sonic[PVR_R4G4B4A4] = raylib.LoadTexture("texture_formats/sonic_R4G4B4A4.pvr") + sonic[PvrGrayscale] = raylib.LoadTexture("texture_formats/sonic_GRAYSCALE.pvr") + sonic[PvrGrayAlpha] = raylib.LoadTexture("texture_formats/sonic_L8A8.pvr") + sonic[PvrR5g6b5] = raylib.LoadTexture("texture_formats/sonic_R5G6B5.pvr") + sonic[PvrR5g5b5a1] = raylib.LoadTexture("texture_formats/sonic_R5G5B5A1.pvr") + sonic[PvrR4g4b4a4] = raylib.LoadTexture("texture_formats/sonic_R4G4B4A4.pvr") // Load UNCOMPRESSED DDS texture data - sonic[DDS_R5G6B5] = raylib.LoadTexture("texture_formats/sonic_R5G6B5.dds") - sonic[DDS_R5G5B5A1] = raylib.LoadTexture("texture_formats/sonic_A1R5G5B5.dds") - sonic[DDS_R4G4B4A4] = raylib.LoadTexture("texture_formats/sonic_A4R4G4B4.dds") - sonic[DDS_R8G8B8A8] = raylib.LoadTexture("texture_formats/sonic_A8R8G8B8.dds") + sonic[DdsR5g6b5] = raylib.LoadTexture("texture_formats/sonic_R5G6B5.dds") + sonic[DdsR5g5b5a1] = raylib.LoadTexture("texture_formats/sonic_A1R5G5B5.dds") + sonic[DdsR4g4b4a4] = raylib.LoadTexture("texture_formats/sonic_A4R4G4B4.dds") + sonic[DdsR8g8b8a8] = raylib.LoadTexture("texture_formats/sonic_A8R8G8B8.dds") // Load COMPRESSED DXT DDS texture data (if supported) - sonic[DDS_DXT1_RGB] = raylib.LoadTexture("texture_formats/sonic_DXT1_RGB.dds") - sonic[DDS_DXT1_RGBA] = raylib.LoadTexture("texture_formats/sonic_DXT1_RGBA.dds") - sonic[DDS_DXT3_RGBA] = raylib.LoadTexture("texture_formats/sonic_DXT3_RGBA.dds") - sonic[DDS_DXT5_RGBA] = raylib.LoadTexture("texture_formats/sonic_DXT5_RGBA.dds") + sonic[DdsDxt1Rgb] = raylib.LoadTexture("texture_formats/sonic_DXT1_RGB.dds") + sonic[DdsDxt1Rgba] = raylib.LoadTexture("texture_formats/sonic_DXT1_RGBA.dds") + sonic[DdsDxt3Rgba] = raylib.LoadTexture("texture_formats/sonic_DXT3_RGBA.dds") + sonic[DdsDxt5Rgba] = raylib.LoadTexture("texture_formats/sonic_DXT5_RGBA.dds") // Load COMPRESSED ETC texture data (if supported) - sonic[PKM_ETC1_RGB] = raylib.LoadTexture("texture_formats/sonic_ETC1_RGB.pkm") - sonic[PKM_ETC2_RGB] = raylib.LoadTexture("texture_formats/sonic_ETC2_RGB.pkm") - sonic[PKM_ETC2_EAC_RGBA] = raylib.LoadTexture("texture_formats/sonic_ETC2_EAC_RGBA.pkm") + sonic[PkmEtc1Rgb] = raylib.LoadTexture("texture_formats/sonic_ETC1_RGB.pkm") + sonic[PkmEtc2Rgb] = raylib.LoadTexture("texture_formats/sonic_ETC2_RGB.pkm") + sonic[PkmEtc2EacRgba] = raylib.LoadTexture("texture_formats/sonic_ETC2_EAC_RGBA.pkm") - sonic[KTX_ETC1_RGB] = raylib.LoadTexture("texture_formats/sonic_ETC1_RGB.ktx") - sonic[KTX_ETC2_RGB] = raylib.LoadTexture("texture_formats/sonic_ETC2_RGB.ktx") - sonic[KTX_ETC2_EAC_RGBA] = raylib.LoadTexture("texture_formats/sonic_ETC2_EAC_RGBA.ktx") + sonic[KtxEtc1Rgb] = raylib.LoadTexture("texture_formats/sonic_ETC1_RGB.ktx") + sonic[KtxEtc2Rgb] = raylib.LoadTexture("texture_formats/sonic_ETC2_RGB.ktx") + sonic[KtxEtc2EacRgba] = raylib.LoadTexture("texture_formats/sonic_ETC2_EAC_RGBA.ktx") // Load COMPRESSED ASTC texture data (if supported) - sonic[ASTC_4x4_LDR] = raylib.LoadTexture("texture_formats/sonic_ASTC_4x4_ldr.astc") - sonic[ASTC_8x8_LDR] = raylib.LoadTexture("texture_formats/sonic_ASTC_8x8_ldr.astc") + sonic[Astc4x4Ldr] = raylib.LoadTexture("texture_formats/sonic_ASTC_4x4_ldr.astc") + sonic[Astc8x8Ldr] = raylib.LoadTexture("texture_formats/sonic_ASTC_8x8_ldr.astc") // Load COMPRESSED PVR texture data (if supported) - sonic[PVR_PVRT_RGB] = raylib.LoadTexture("texture_formats/sonic_PVRT_RGB.pvr") - sonic[PVR_PVRT_RGBA] = raylib.LoadTexture("texture_formats/sonic_PVRT_RGBA.pvr") + sonic[PvrPvrtRgb] = raylib.LoadTexture("texture_formats/sonic_PVRT_RGB.pvr") + sonic[PvrPvrtRgba] = raylib.LoadTexture("texture_formats/sonic_PVRT_RGBA.pvr") - selectedFormat := PNG_R8G8B8A8 + selectedFormat := PngR8g8b8a8 - selectRecs := make([]raylib.Rectangle, NumTextures) + selectRecs := make([]raylib.Rectangle, numTextures) - for i := 0; i < NumTextures; i++ { - if i < NumTextures/2 { + for i := 0; i < numTextures; i++ { + if i < numTextures/2 { selectRecs[i] = raylib.NewRectangle(40, int32(30+32*i), 150, 30) } else { - selectRecs[i] = raylib.NewRectangle(40+152, int32(30+32*(i-NumTextures/2)), 150, 30) + selectRecs[i] = raylib.NewRectangle(40+152, int32(30+32*(i-numTextures/2)), 150, 30) } } // Texture sizes in KB - var textureSizes = [NumTextures]int{ + var textureSizes = [numTextures]int{ 512 * 512 * 32 / 8 / 1024, //PNG_R8G8B8A8 (32 bpp) 512 * 512 * 8 / 8 / 1024, //PVR_GRAYSCALE (8 bpp) 512 * 512 * 16 / 8 / 1024, //PVR_GRAY_ALPHA (16 bpp) @@ -157,21 +158,21 @@ func main() { if raylib.IsKeyPressed(raylib.KeyDown) { selectedFormat++ - if selectedFormat >= NumTextures { + if selectedFormat >= numTextures { selectedFormat = 0 } } else if raylib.IsKeyPressed(raylib.KeyUp) { selectedFormat-- if selectedFormat < 0 { - selectedFormat = NumTextures - 1 + selectedFormat = numTextures - 1 } } else if raylib.IsKeyPressed(raylib.KeyRight) { - if selectedFormat < NumTextures/2 { - selectedFormat += NumTextures / 2 + if selectedFormat < numTextures/2 { + selectedFormat += numTextures / 2 } } else if raylib.IsKeyPressed(raylib.KeyLeft) { - if selectedFormat >= NumTextures/2 { - selectedFormat -= NumTextures / 2 + if selectedFormat >= numTextures/2 { + selectedFormat -= numTextures / 2 } } @@ -182,7 +183,7 @@ func main() { raylib.ClearBackground(raylib.RayWhite) // Draw rectangles - for i := 0; i < NumTextures; i++ { + for i := 0; i < numTextures; i++ { if i == selectedFormat { raylib.DrawRectangleRec(selectRecs[i], raylib.SkyBlue) raylib.DrawRectangleLines(selectRecs[i].X, selectRecs[i].Y, selectRecs[i].Width, selectRecs[i].Height, raylib.Blue) @@ -195,7 +196,7 @@ func main() { } // Draw selected texture - if sonic[selectedFormat].Id != 0 { + if sonic[selectedFormat].ID != 0 { raylib.DrawTexture(sonic[selectedFormat], 350, -10, raylib.White) } else { raylib.DrawRectangleLines(488, 165, 200, 110, raylib.DarkGray) @@ -211,7 +212,7 @@ func main() { raylib.EndDrawing() } - for i := 0; i < NumTextures; i++ { + for i := 0; i < numTextures; i++ { raylib.UnloadTexture(sonic[i]) } diff --git a/examples/textures/image_processing/main.go b/examples/textures/image_processing/main.go index ac63788..ae7bc6b 100644 --- a/examples/textures/image_processing/main.go +++ b/examples/textures/image_processing/main.go @@ -4,8 +4,9 @@ import ( "github.com/gen2brain/raylib-go/raylib" ) -const NumProcesses = 8 +const numProcesses = 8 +// Process const ( None = iota ColorGrayscale @@ -41,9 +42,9 @@ func main() { currentProcess := None textureReload := false - selectRecs := make([]raylib.Rectangle, NumProcesses) + selectRecs := make([]raylib.Rectangle, numProcesses) - for i := int32(0); i < NumProcesses; i++ { + for i := int32(0); i < numProcesses; i++ { selectRecs[i] = raylib.NewRectangle(40, 50+32*i, 150, 30) } @@ -110,7 +111,7 @@ func main() { raylib.DrawText("IMAGE PROCESSING:", 40, 30, 10, raylib.DarkGray) // Draw rectangles - for i := 0; i < NumProcesses; i++ { + for i := 0; i < numProcesses; i++ { if i == currentProcess { raylib.DrawRectangleRec(selectRecs[i], raylib.SkyBlue) raylib.DrawRectangleLines(selectRecs[i].X, selectRecs[i].Y, selectRecs[i].Width, selectRecs[i].Height, raylib.Blue) diff --git a/examples/textures/particles_trail_blending/main.go b/examples/textures/particles_trail_blending/main.go index b0b37fa..301a5fa 100644 --- a/examples/textures/particles_trail_blending/main.go +++ b/examples/textures/particles_trail_blending/main.go @@ -5,10 +5,10 @@ import ( ) const ( - MaxParticles = 200 + maxParticles = 200 ) -type Particle struct { +type particle struct { Position raylib.Vector2 Color raylib.Color Alpha float32 @@ -25,10 +25,10 @@ func main() { raylib.InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending") // Particles pool, reuse them! - mouseTail := make([]Particle, MaxParticles) + mouseTail := make([]particle, maxParticles) // Initialize particles - for i := 0; i < MaxParticles; i++ { + for i := 0; i < maxParticles; i++ { mouseTail[i].Position = raylib.NewVector2(0, 0) mouseTail[i].Color = raylib.NewColor(byte(raylib.GetRandomValue(0, 255)), byte(raylib.GetRandomValue(0, 255)), byte(raylib.GetRandomValue(0, 255)), 255) mouseTail[i].Alpha = 1.0 @@ -52,16 +52,16 @@ func main() { // NOTE: Particles initial position should be mouse position when activated // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0) // NOTE: When a particle disappears, active = false and it can be reused. - for i := 0; i < MaxParticles; i++ { + for i := 0; i < maxParticles; i++ { if !mouseTail[i].Active { mouseTail[i].Active = true mouseTail[i].Alpha = 1.0 mouseTail[i].Position = raylib.GetMousePosition() - i = MaxParticles + i = maxParticles } } - for i := 0; i < MaxParticles; i++ { + for i := 0; i < maxParticles; i++ { if mouseTail[i].Active { mouseTail[i].Position.Y += gravity mouseTail[i].Alpha -= 0.01 @@ -91,7 +91,7 @@ func main() { raylib.BeginBlendMode(blending) // Draw active particles - for i := 0; i < MaxParticles; i++ { + for i := 0; i < maxParticles; i++ { if mouseTail[i].Active { raylib.DrawTexturePro( smoke, diff --git a/physics/physics.go b/physics/physics.go index dce00b3..bb7cc41 100644 --- a/physics/physics.go +++ b/physics/physics.go @@ -1,4 +1,4 @@ -// 2D Physics library for videogames +// Package physics - 2D Physics library for videogames // // A port of Victor Fisac's physac engine (https://github.com/raysan5/raylib/blob/master/src/physac.h) package physics @@ -35,6 +35,7 @@ type Mat2 struct { M11 float32 } +// PolygonData type type PolygonData struct { // Current used vertex and normals count VertexCount uint32 @@ -46,6 +47,7 @@ type PolygonData struct { Transform Mat2 } +// PhysicsShape type type PhysicsShape struct { // Physics shape type (circle or polygon) Type uint32 @@ -59,6 +61,7 @@ type PhysicsShape struct { VertexData PolygonData } +// PhysicsBodyData type type PhysicsBodyData struct { // Reference unique identifier Id uint32 @@ -102,6 +105,7 @@ type PhysicsBodyData struct { Shape PhysicsShape } +// PhysicsManifoldData type type PhysicsManifoldData struct { // Reference unique identifier Id uint32