[Examples] Fix typecast warnings in examples. (#1601)

* Fixing typecast warnings generated by visual studio 2019 in examples.

* Changes to fixes based on feedback

Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
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Jeffery Myers 2021-02-20 14:37:32 -08:00 committed by GitHub
parent 82cdd88ffe
commit 48a7cd3c87
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15 changed files with 57 additions and 54 deletions

View file

@ -43,9 +43,9 @@ int main(void)
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].radius = (float)GetRandomValue(10, 40);
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
@ -104,9 +104,9 @@ int main(void)
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].radius = (float)GetRandomValue(10, 40);
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
}

View file

@ -27,7 +27,7 @@ int main(void)
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
SetSoundVolume(fxWav, 0.2);
SetSoundVolume(fxWav, 0.2f);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -140,8 +140,8 @@ int main(void)
// Draw the current buffer state proportionate to the screen
for (int i = 0; i < screenWidth; i++)
{
position.x = i;
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
position.x = (float)i;
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f;
DrawPixelV(position, RED);
}