Review variables initialization

This commit is contained in:
Ray 2019-05-27 00:18:15 +02:00
parent 241c4c8d14
commit 87774a0a21
33 changed files with 52 additions and 56 deletions

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@ -40,7 +40,7 @@ int main(void)
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect // Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES]; CircleWave circles[MAX_CIRCLES] = { 0 };
for (int i = MAX_CIRCLES - 1; i >= 0; i--) for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{ {

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@ -46,7 +46,6 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY); DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY); DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing(); EndDrawing();

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@ -23,8 +23,8 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 }; Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS]; Rectangle buildings[MAX_BUILDINGS] = { 0 };
Color buildColors[MAX_BUILDINGS]; Color buildColors[MAX_BUILDINGS] = { 0 };
int spacing = 0; int spacing = 0;
@ -41,7 +41,6 @@ int main(void)
} }
Camera2D camera = { 0 }; Camera2D camera = { 0 };
camera.target = (Vector2){ player.x + 20, player.y + 20 }; camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 }; camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f; camera.rotation = 0.0f;

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@ -31,9 +31,9 @@ int main(void)
camera.type = CAMERA_PERSPECTIVE; camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns // Generates some random columns
float heights[MAX_COLUMNS]; float heights[MAX_COLUMNS] = { 0.0f };
Vector3 positions[MAX_COLUMNS]; Vector3 positions[MAX_COLUMNS] = { 0 };
Color colors[MAX_COLUMNS]; Color colors[MAX_COLUMNS] = { 0 };
for (int i = 0; i < MAX_COLUMNS; i++) for (int i = 0; i < MAX_COLUMNS; i++)
{ {

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@ -21,7 +21,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera3D camera; Camera3D camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)

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@ -19,7 +19,7 @@
// Custom logging funtion // Custom logging funtion
void LogCustom(int msgType, const char *text, va_list args) void LogCustom(int msgType, const char *text, va_list args)
{ {
char timeStr[64]; char timeStr[64] = { 0 };
time_t now = time(NULL); time_t now = time(NULL);
struct tm *tm_info = localtime(&now); struct tm *tm_info = localtime(&now);

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@ -60,7 +60,7 @@ int main(void)
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera; Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)

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@ -29,8 +29,7 @@ int main(void)
camera.type = CAMERA_PERSPECTIVE; camera.type = CAMERA_PERSPECTIVE;
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
Vector2 cubeScreenPosition;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode

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@ -21,7 +21,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f };

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@ -21,7 +21,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)

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@ -23,7 +23,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze"); InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM) Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)

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@ -21,7 +21,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world // Define our custom camera to look into our 3d world
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)

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@ -27,7 +27,7 @@ int main(void)
Texture2D texture = LoadTextureFromImage(checked); Texture2D texture = LoadTextureFromImage(checked);
UnloadImage(checked); UnloadImage(checked);
Model models[NUM_MODELS]; Model models[NUM_MODELS] = { 0 };
models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
@ -42,7 +42,7 @@ int main(void)
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture; for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Model drawing position // Model drawing position
Vector3 position = { 0.0f, 0.0f, 0.0f }; Vector3 position = { 0.0f, 0.0f, 0.0f };

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@ -23,7 +23,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib example - obj viewer"); InitWindow(screenWidth, screenHeight, "raylib example - obj viewer");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Model model = LoadModel("resources/models/turret.obj"); // Load default model obj Model model = LoadModel("resources/models/turret.obj"); // Load default model obj
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load default model texture Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load default model texture

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@ -28,7 +28,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE }; Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -21,7 +21,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Load skybox model // Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);

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@ -94,7 +94,7 @@ int main()
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
static unsigned char key; static unsigned char key = 0;
InitAudioDevice(); InitAudioDevice();

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@ -131,7 +131,7 @@ int main(void)
rlClearColor(245, 245, 245, 255); // Define clear color rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
Camera camera; Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)

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@ -61,8 +61,8 @@ int main(void)
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
bodyB->staticFriction = 1; bodyB->staticFriction = 1.0f;
bodyB->dynamicFriction = 1; bodyB->dynamicFriction = 1.0f;
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second

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@ -70,7 +70,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Model model = LoadModel("resources/models/church.obj"); // Load OBJ model Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map) Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
@ -81,7 +81,7 @@ int main(void)
// Load all postpro shaders // Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
// NOTE 2: We load the correct shader depending on GLSL version // NOTE 2: We load the correct shader depending on GLSL version
Shader shaders[MAX_POSTPRO_SHADERS]; Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));

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@ -45,7 +45,7 @@ int main(void)
int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER
Vector2 mousePoint; Vector2 mousePoint = { 0.0f, 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -33,7 +33,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
Rectangle recs[MAX_RECS_X*MAX_RECS_Y]; Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
for (int y = 0; y < MAX_RECS_Y; y++) for (int y = 0; y < MAX_RECS_Y; y++)
{ {

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@ -57,7 +57,7 @@ int main(void)
SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
Vector2 fontPosition = { 40, screenHeight/2 - 50 }; Vector2 fontPosition = { 40, screenHeight/2 - 50 };
Vector2 textSize = { 0.0f }; Vector2 textSize = { 0.0f, 0.0f };
float fontSize = 16.0f; float fontSize = 16.0f;
int currentFont = 0; // 0 - fontDefault, 1 - fontSDF int currentFont = 0; // 0 - fontDefault, 1 - fontSDF

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@ -26,7 +26,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts"); InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Font fonts[MAX_FONTS]; Font fonts[MAX_FONTS] = { 0 };
fonts[0] = LoadFont("resources/fonts/alagard.png"); fonts[0] = LoadFont("resources/fonts/alagard.png");
fonts[1] = LoadFont("resources/fonts/pixelplay.png"); fonts[1] = LoadFont("resources/fonts/pixelplay.png");
@ -48,7 +48,7 @@ int main(void)
const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 }; const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2 positions[MAX_FONTS]; Vector2 positions[MAX_FONTS] = { 0 };
for (int i = 0; i < MAX_FONTS; i++) for (int i = 0; i < MAX_FONTS; i++)
{ {

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@ -22,7 +22,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle"); InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\ const char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\ a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget."; tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
@ -38,15 +38,15 @@ int main(void)
const int maxWidth = screenWidth - 50; const int maxWidth = screenWidth - 50;
const int maxHeight = screenHeight - 160; const int maxHeight = screenHeight - 160;
Vector2 lastMouse = { 0, 0 }; // Stores last mouse coordinates Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
Color borderColor = MAROON; // Container border color Color borderColor = MAROON; // Container border color
Font font = GetFontDefault(); // Get default system font Font font = GetFontDefault(); // Get default system font
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 (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -29,16 +29,14 @@ int main(void)
Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
Vector2 fontPosition1, fontPosition2, fontPosition3; Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2,
screenHeight/2 - font1.baseSize/2 - 80 };
fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2; Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2,
fontPosition1.y = screenHeight/2 - font1.baseSize/2 - 80; screenHeight/2 - font2.baseSize/2 - 10 };
fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2; Vector2 fontPosition3 = { screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2,
fontPosition2.y = screenHeight/2 - font2.baseSize/2 - 10; screenHeight/2 - font3.baseSize/2 + 50 };
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -33,7 +33,7 @@ int main(void)
float fontSize = font.baseSize; float fontSize = font.baseSize;
Vector2 fontPosition = { 40, screenHeight/2 - 80 }; Vector2 fontPosition = { 40, screenHeight/2 - 80 };
Vector2 textSize; Vector2 textSize = { 0.0f, 0.0f };
// Setup texture scaling filter // Setup texture scaling filter
SetTextureFilter(font.texture, FILTER_POINT); SetTextureFilter(font.texture, FILTER_POINT);

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@ -26,9 +26,9 @@ int main(void)
Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png"); Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png"); Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
float scrollingBack = 0; float scrollingBack = 0.0f;
float scrollingMid = 0; float scrollingMid = 0.0f;
float scrollingFore = 0; float scrollingFore = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -30,7 +30,8 @@ int main(void)
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f); Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
Image cellular = GenImageCellular(screenWidth, screenHeight, 32); Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
Texture2D textures[NUM_TEXTURES]; Texture2D textures[NUM_TEXTURES] = { 0 };
textures[0] = LoadTextureFromImage(verticalGradient); textures[0] = LoadTextureFromImage(verticalGradient);
textures[1] = LoadTextureFromImage(horizontalGradient); textures[1] = LoadTextureFromImage(horizontalGradient);
textures[2] = LoadTextureFromImage(radialGradient); textures[2] = LoadTextureFromImage(radialGradient);

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@ -57,7 +57,7 @@ int main(void)
int currentProcess = NONE; int currentProcess = NONE;
bool textureReload = false; bool textureReload = false;
Rectangle selectRecs[NUM_PROCESSES]; Rectangle selectRecs[NUM_PROCESSES] = { 0 };
for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f }; for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };

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@ -33,7 +33,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending"); InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
// Particles pool, reuse them! // Particles pool, reuse them!
Particle mouseTail[MAX_PARTICLES]; Particle mouseTail[MAX_PARTICLES] = { 0 };
// Initialize particles // Initialize particles
for (int i = 0; i < MAX_PARTICLES; i++) for (int i = 0; i < MAX_PARTICLES; i++)

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@ -31,7 +31,7 @@ int main(void)
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM) Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code (1024x1024 pixels) // Generate a checked texture by code
int width = 960; int width = 960;
int height = 480; int height = 480;

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@ -38,7 +38,7 @@ int main(void)
int currentLine = 0; int currentLine = 0;
Rectangle frameRec = { 0, 0, frameWidth, frameHeight }; Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
Vector2 position = { 0, 0 }; Vector2 position = { 0.0f, 0.0f };
bool active = false; bool active = false;
int framesCounter = 0; int framesCounter = 0;