Updated Lua examples

Most of the examples already working! Only some of them still fail,
mostly related to data arrays...
This commit is contained in:
raysan5 2016-08-06 19:29:58 +02:00
parent 7f9513fbf4
commit 865b216ebe
17 changed files with 69 additions and 78 deletions

View file

@ -11,16 +11,6 @@
MAX_CIRCLES = 64 MAX_CIRCLES = 64
--[[
typedef struct { -- TODO: Find a Lua alternative: TABLES?
Vector2 position
float radius
float alpha
float speed
Color color
} CircleWave
--]]
-- Initialization -- Initialization
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
local screenWidth = 800 local screenWidth = 800
@ -78,7 +68,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
circles[i].radius = GetRandomValue(10, 40) circles[i].radius = GetRandomValue(10, 40)
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius) 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].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
circles[i].color = colors[GetRandomValue(0, 13)] circles[i].color = colors[GetRandomValue(1, 14)]
circles[i].speed = GetRandomValue(1, 100)/20000.0 circles[i].speed = GetRandomValue(1, 100)/20000.0
end end
end end
@ -112,7 +102,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
-- Draw time bar -- Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY) DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
DrawRectangle(20, screenHeight - 20 - 12, timePlayed, 12, MAROON) DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON)
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE) DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
EndDrawing() EndDrawing()

View file

@ -91,7 +91,7 @@ while not WindowShouldClose() do -- Detect window close button or
ClearBackground(RAYWHITE) ClearBackground(RAYWHITE)
Begin2dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?) Begin2dMode(camera)
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY) DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)

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@ -41,7 +41,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update -- Update
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
-- NOTE: This function is NOT WORKING properly! -- NOTE: This function is NOT WORKING properly!
@ -49,8 +49,10 @@ while not WindowShouldClose() do -- Detect window close button or ESC
-- Check collision between ray and box -- Check collision between ray and box
collision = CheckCollisionRayBox(ray, collision = CheckCollisionRayBox(ray,
(BoundingBox)((Vector3)(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2), BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
(Vector3)(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2))) Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
--print("collision check:", collision)
end end
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------

View file

@ -56,7 +56,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
End3dMode() End3dMode()
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y, 20, BLACK) DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK)
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY) DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY)
EndDrawing() EndDrawing()

View file

@ -34,7 +34,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update -- Update
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Draw -- Draw

View file

@ -60,7 +60,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
enemyBoxPos.z - enemyBoxSize.z/2), enemyBoxPos.z - enemyBoxSize.z/2),
Vector3(enemyBoxPos.x + enemyBoxSize.x/2, Vector3(enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2, enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2))) then collision = true enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true
end end
-- Check collisions player vs enemy-sphere -- Check collisions player vs enemy-sphere

View file

@ -32,17 +32,17 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
-- Main game loop -- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update -- Update
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Draw -- Draw

View file

@ -37,7 +37,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update -- Update
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Draw -- Draw

View file

@ -29,8 +29,8 @@ int main()
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// ExecuteLuaFile("core_basic_window.lua"); // OK! // ExecuteLuaFile("core_basic_window.lua"); // OK!
// ExecuteLuaFile("core_input_keys.lua"); // OK! // ExecuteLuaFile("core_input_keys.lua"); // OK!
// ExecuteLuaFile("core_input_mouse.lua"); // OK! // ExecuteLuaFile("core_input_mouse.lua"); // OK!
// ExecuteLuaFile("core_mouse_wheel.lua"); // OK! // ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
// ExecuteLuaFile("core_input_gamepad.lua"); // OK! // ExecuteLuaFile("core_input_gamepad.lua"); // OK!
// ExecuteLuaFile("core_random_values.lua"); // OK! // ExecuteLuaFile("core_random_values.lua"); // OK!
@ -38,13 +38,13 @@ int main()
// ExecuteLuaFile("core_drop_files.lua"); // ERROR: GetDroppedFiles() // ExecuteLuaFile("core_drop_files.lua"); // ERROR: GetDroppedFiles()
// ExecuteLuaFile("core_storage_values.lua"); // OK! // ExecuteLuaFile("core_storage_values.lua"); // OK!
// ExecuteLuaFile("core_gestures_detection.lua"); // OK! // ExecuteLuaFile("core_gestures_detection.lua"); // OK!
// ExecuteLuaFile("core_3d_mode.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode() // ExecuteLuaFile("core_3d_mode.lua"); // OK!
// ExecuteLuaFile("core_3d_picking.lua"); // ERROR: Lua Error: attempt to index a number value // ExecuteLuaFile("core_3d_picking.lua"); // ISSUE: CheckCollisionRayBox() returns false despite touching box
// ExecuteLuaFile("core_3d_camera_free.lua"); // ERROR: Lua Error: attempt to index a number value // ExecuteLuaFile("core_3d_camera_free.lua"); // OK!
// ExecuteLuaFile("core_3d_camera_first_person.lua"); // ERROR: Lua Error: attempt to index a number value // ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK!
// ExecuteLuaFile("core_2d_camera.lua"); // ERROR: Lua Error: attempt to index a number value - Begin2dMode() // ExecuteLuaFile("core_2d_camera.lua"); // OK!
// ExecuteLuaFile("core_world_screen.lua"); // ERROR: Lua Error: attempt to index a number value // ExecuteLuaFile("core_world_screen.lua"); // OK!
// ExecuteLuaFile("core_oculus_rift.lua"); // ERROR: Lua Error: attempt to index a number value // ExecuteLuaFile("core_oculus_rift.lua"); // OK!
// ExecuteLuaFile("shapes_logo_raylib.lua"); // OK! // ExecuteLuaFile("shapes_logo_raylib.lua"); // OK!
// ExecuteLuaFile("shapes_basic_shapes.lua"); // OK! // ExecuteLuaFile("shapes_basic_shapes.lua"); // OK!
// ExecuteLuaFile("shapes_colors_palette.lua"); // OK! // ExecuteLuaFile("shapes_colors_palette.lua"); // OK!
@ -54,31 +54,31 @@ int main()
// ExecuteLuaFile("textures_rectangle.lua"); // OK! // ExecuteLuaFile("textures_rectangle.lua"); // OK!
// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK! // ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
// ExecuteLuaFile("textures_to_image.lua"); // OK! // ExecuteLuaFile("textures_to_image.lua"); // OK!
// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: Lua Error: attempt to index a number value // ExecuteLuaFile("textures_raw_data.lua"); // ERROR: bad argument #2 to 'LoadImageEx' (number expected, got no value)
// ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked // ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked (not really an issue...)
// ExecuteLuaFile("textures_particles_trail_blending.lua"); // ERROR: Using struct // ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK!
// ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture() // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
// ExecuteLuaFile("textures_image_drawing.lua"); // OK! // ExecuteLuaFile("textures_image_drawing.lua"); // OK!
// ExecuteLuaFile("text_sprite_fonts.lua"); // OK! // ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
// ExecuteLuaFile("text_bmfont_ttf.lua"); // OK! // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
// ExecuteLuaFile("text_rbmf_fonts.lua"); // ERROR: Lua Error: attempt to index a nil value // ExecuteLuaFile("text_rbmf_fonts.lua"); // OK!
// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText() // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
// ExecuteLuaFile("text_font_select.lua"); // OK! // ExecuteLuaFile("text_font_select.lua"); // OK!
// ExecuteLuaFile("text_writing_anim.lua"); // ERROR: SubText() // ExecuteLuaFile("text_writing_anim.lua"); // OK!
// ExecuteLuaFile("models_geometric_shapes.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode(camera) // ExecuteLuaFile("models_geometric_shapes.lua"); // OK!
// ExecuteLuaFile("models_box_collisions.lua"); // // ExecuteLuaFile("models_box_collisions.lua"); // OK!
// ExecuteLuaFile("models_billboard.lua"); // // ExecuteLuaFile("models_billboard.lua"); // OK!
// ExecuteLuaFile("models_obj_loading.lua"); // // ExecuteLuaFile("models_obj_loading.lua"); // OK!
// ExecuteLuaFile("models_heightmap.lua"); // // ExecuteLuaFile("models_heightmap.lua"); // OK!
// ExecuteLuaFile("models_cubicmap.lua"); // // ExecuteLuaFile("models_cubicmap.lua"); // OK!
// ExecuteLuaFile("shaders_model_shader.lua"); // // ExecuteLuaFile("shaders_model_shader.lua"); // OK!
// ExecuteLuaFile("shaders_shapes_textures.lua"); // // ExecuteLuaFile("shaders_shapes_textures.lua"); // OK!
// ExecuteLuaFile("shaders_custom_uniform.lua"); // // ExecuteLuaFile("shaders_custom_uniform.lua"); // ISSUE: SetShaderValue()
// ExecuteLuaFile("shaders_postprocessing.lua"); // // ExecuteLuaFile("shaders_postprocessing.lua"); // OK!
// ExecuteLuaFile("shaders_standard_lighting.lua"); // // ExecuteLuaFile("shaders_standard_lighting.lua"); // ERROR: CreateLight() returns an opaque pointer (fields can not be accessed)
// ExecuteLuaFile("audio_sound_loading.lua"); // OK! // ExecuteLuaFile("audio_sound_loading.lua"); // OK!
// ExecuteLuaFile("audio_music_stream.lua"); // OK! // ExecuteLuaFile("audio_music_stream.lua"); // OK!
ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct // ExecuteLuaFile("audio_module_playing.lua"); // OK!
ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream() ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
// De-Initialization // De-Initialization
@ -86,5 +86,5 @@ int main()
CloseLuaDevice(); // Close Lua device and free resources CloseLuaDevice(); // Close Lua device and free resources
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View file

@ -66,7 +66,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
-- Send new value to the shader to be used on drawing -- Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2) SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Draw -- Draw

View file

@ -50,7 +50,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe
while not WindowShouldClose() do -- Detect window close button or ESC key while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update -- Update
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Draw -- Draw

View file

@ -52,7 +52,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
while not WindowShouldClose() do -- Detect window close button or ESC key while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update -- Update
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Draw -- Draw

View file

@ -27,9 +27,9 @@ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
-- Define the camera to look into our 3d world -- Define the camera to look into our 3d world
local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0) local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local material = LoadStandardMaterial() local material = LoadStandardMaterial()
@ -37,30 +37,30 @@ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
material.colDiffuse = WHITE material.colDiffuse = WHITE
material.colAmbient = (Color)(0, 0, 10, 255) material.colAmbient = Color(0, 0, 10, 255)
material.colSpecular = WHITE material.colSpecular = WHITE
material.glossiness = 50.0 material.glossiness = 50.0
dwarf.material = material -- Apply material to model dwarf.material = material -- Apply material to model
local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255)) local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255))
spotLight.target = (Vector3)(0.0, 0.0, 0.0) spotLight.target = Vector3(0.0, 0.0, 0.0)
spotLight.intensity = 2.0 spotLight.intensity = 2.0
spotLight.diffuse = (Color)(255, 100, 100, 255) spotLight.diffuse = Color(255, 100, 100, 255)
spotLight.coneAngle = 60.0 spotLight.coneAngle = 60.0
local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255)) local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255))
dirLight.target = (Vector3)(1.0, -2.0, -2.0) dirLight.target = Vector3(1.0, -2.0, -2.0)
dirLight.intensity = 2.0 dirLight.intensity = 2.0
dirLight.diffuse = (Color)(100, 255, 100, 255) dirLight.diffuse = Color(100, 255, 100, 255)
local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255)) local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255))
pointLight.intensity = 2.0 pointLight.intensity = 2.0
pointLight.diffuse = (Color)(100, 100, 255, 255) pointLight.diffuse = Color(100, 100, 255, 255)
pointLight.radius = 3.0 pointLight.radius = 3.0
-- Setup orbital camera -- Setup orbital camera
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
while not WindowShouldClose() do -- Detect window close button or ESC key while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update -- Update
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
UpdateCamera(camera) -- Update internal camera and our camera camera = UpdateCamera(camera) -- Update internal camera and our camera
--------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------
-- Draw -- Draw

View file

@ -47,7 +47,7 @@ local positions = {}
for i = 1, 8 do for i = 1, 8 do
positions[i] = Vector2(0, 0) positions[i] = Vector2(0, 0)
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2 positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2
positions[i].y = 60 + fonts[i].size + 50*i positions[i].y = 60 + fonts[i].size + 45*(i - 1)
end end
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK } local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }

View file

@ -38,7 +38,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
ClearBackground(RAYWHITE) ClearBackground(RAYWHITE)
DrawText(string.sub(message, 0, framesCounter/10), 210, 160, 20, MAROON) DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON)
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY) DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)

View file

@ -11,7 +11,6 @@
MAX_PARTICLES = 200 MAX_PARTICLES = 200
-- Particle structure with basic data
-- Initialization -- Initialization
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
local screenWidth = 800 local screenWidth = 800
@ -56,7 +55,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
mouseTail[i].active = true mouseTail[i].active = true
mouseTail[i].alpha = 1.0 mouseTail[i].alpha = 1.0
mouseTail[i].position = GetMousePosition() mouseTail[i].position = GetMousePosition()
i = MAX_PARTICLES break
end end
end end
@ -90,7 +89,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
if (mouseTail[i].active) then if (mouseTail[i].active) then
DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height), DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height),
Rectangle(mouseTail[i].position.x, mouseTail[i].position.y, Rectangle(mouseTail[i].position.x, mouseTail[i].position.y,
smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size), smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1),
Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2), Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2),
mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end
end end

View file

@ -36,7 +36,7 @@ local pixels = {}
for y = 1, height do for y = 1, height do
for x = 1, width do for x = 1, width do
if (((x/32+y/32)/1)%2 == 0) then pixels[y*height + x] = DARKBLUE if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[y*height + x] = DARKBLUE
else pixels[y*height + x] = SKYBLUE end else pixels[y*height + x] = SKYBLUE end
end end
end end