PR formatting review

This commit is contained in:
Ray 2019-08-16 16:15:47 +02:00
parent d8b8c0f3fc
commit ce8d7042c6
2 changed files with 15 additions and 19 deletions

View file

@ -54,14 +54,10 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT))
{ // Player movement
player.x += 2; // Player movement if (IsKeyDown(KEY_RIGHT)) player.x += 2;
} else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
else if (IsKeyDown(KEY_LEFT))
{
player.x -= 2; // Player movement
}
// Camera target follows player // Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 }; camera.target = (Vector2){ player.x + 20, player.y + 20 };

View file

@ -1259,7 +1259,7 @@ void BeginMode2D(Camera2D camera)
// 3. Move it by (-offset); // 3. Move it by (-offset);
// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera) // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
// we need to do it into opposite direction (inverse transform) // we need to do it into opposite direction (inverse transform)
//
// Having camera transform in world-space, inverse of it gives the modelview transform. // Having camera transform in world-space, inverse of it gives the modelview transform.
// Since (A*B*C)' = C'*B'*A', the modelview is // Since (A*B*C)' = C'*B'*A', the modelview is
// 1. Move to offset // 1. Move to offset