Remove trail spaces

This commit is contained in:
Ray 2021-04-22 18:55:24 +02:00
parent f92ee46d86
commit dcf52c132f
61 changed files with 565 additions and 565 deletions

View file

@ -54,7 +54,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Player movement
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;

View file

@ -46,7 +46,7 @@ int main(void)
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Player player = { 0 };
@ -60,7 +60,7 @@ int main(void)
{{ 250, 300, 100, 10 }, 1, GRAY },
{{ 650, 300, 100, 10 }, 1, GRAY }
};
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
Camera2D camera = { 0 };
@ -77,10 +77,10 @@ int main(void)
UpdateCameraEvenOutOnLanding,
UpdateCameraPlayerBoundsPush
};
int cameraOption = 0;
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
char *cameraDescriptions[] = {
"Follow player center",
"Follow player center, but clamp to map edges",
@ -88,25 +88,25 @@ int main(void)
"Follow player center horizontally; updateplayer center vertically after landing",
"Player push camera on getting too close to screen edge"
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = GetFrameTime();
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
if (IsKeyPressed(KEY_R))
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
player.position = (Vector2){ 400, 280 };
@ -125,12 +125,12 @@ int main(void)
ClearBackground(LIGHTGRAY);
BeginMode2D(camera);
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
DrawRectangleRec(playerRect, RED);
EndMode2D();
DrawText("Controls:", 20, 20, 10, BLACK);
@ -140,7 +140,7 @@ int main(void)
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
DrawText("Current camera mode:", 20, 120, 10, BLACK);
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -157,35 +157,35 @@ void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float d
{
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_SPACE) && player->canJump)
if (IsKeyDown(KEY_SPACE) && player->canJump)
{
player->speed = -PLAYER_JUMP_SPD;
player->canJump = false;
}
int hitObstacle = 0;
for (int i = 0; i < envItemsLength; i++)
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
Vector2 *p = &(player->position);
if (ei->blocking &&
ei->rect.x <= p->x &&
ei->rect.x <= p->x &&
ei->rect.x + ei->rect.width >= p->x &&
ei->rect.y >= p->y &&
ei->rect.y < p->y + player->speed*delta)
ei->rect.y < p->y + player->speed*delta)
{
hitObstacle = 1;
player->speed = 0.0f;
p->y = ei->rect.y;
}
}
if (!hitObstacle)
if (!hitObstacle)
{
player->position.y += player->speed*delta;
player->speed += G*delta;
player->canJump = false;
}
}
else player->canJump = true;
}
@ -200,7 +200,7 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
camera->target = player->position;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
@ -209,10 +209,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
minY = fminf(ei->rect.y, minY);
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
}
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) camera->offset.x = width - (max.x - width/2);
if (max.y < height) camera->offset.y = height - (max.y - height/2);
if (min.x > 0) camera->offset.x = width/2 - min.x;
@ -224,11 +224,11 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e
static float minSpeed = 30;
static float minEffectLength = 10;
static float fractionSpeed = 0.8f;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
Vector2 diff = Vector2Subtract(player->position, camera->target);
float length = Vector2Length(diff);
if (length > minEffectLength)
{
float speed = fmaxf(fractionSpeed*length, minSpeed);
@ -241,34 +241,34 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
static float evenOutSpeed = 700;
static int eveningOut = false;
static float evenOutTarget;
camera->offset = (Vector2){ width/2.0f, height/2.0f };
camera->target.x = player->position.x;
if (eveningOut)
{
if (evenOutTarget > camera->target.y)
if (evenOutTarget > camera->target.y)
{
camera->target.y += evenOutSpeed*delta;
if (camera->target.y > evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
else
{
camera->target.y -= evenOutSpeed*delta;
if (camera->target.y < evenOutTarget)
if (camera->target.y > evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
}
else
else
{
camera->target.y -= evenOutSpeed*delta;
if (camera->target.y < evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
}
else
{
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
{
@ -278,7 +278,7 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
}
}
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static Vector2 bbox = { 0.2f, 0.2f };

View file

@ -46,7 +46,7 @@ int main()
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{

View file

@ -26,7 +26,7 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
@ -34,9 +34,9 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
Model model = LoadModelFromMesh(mesh);
// Some required variables
Quaternion q1 = { 0 };
Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
@ -44,7 +44,7 @@ int main(void)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -60,28 +60,28 @@ int main(void)
if (v1.x > PI*2) v1.x -= PI*2;
if (v1.y > PI*2) v1.y -= PI*2;
if (v1.z > PI*2) v1.z -= PI*2;
q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
m1 = MatrixRotateZYX(v1);
m2 = QuaternionToMatrix(q1);
q1 = QuaternionFromMatrix(m1);
m3 = QuaternionToMatrix(q1);
v2 = QuaternionToEuler(q1);
v2.x *= DEG2RAD;
v2.y *= DEG2RAD;
v2.z *= DEG2RAD;
v2 = QuaternionToEuler(q1);
v2.x *= DEG2RAD;
v2.y *= DEG2RAD;
v2.z *= DEG2RAD;
m4 = MatrixRotateZYX(v2);
//--------------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
model.transform = m1;
@ -94,19 +94,19 @@ int main(void)
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
DrawGrid(10, 1.0f);
EndMode3D();
if (v2.x < 0) v2.x += PI*2;
if (v2.y < 0) v2.y += PI*2;
if (v2.z < 0) v2.z += PI*2;
Color cx,cy,cz;
cx = cy = cz = BLACK;
if (v1.x == v2.x) cx = GREEN;
if (v1.y == v2.y) cy = GREEN;
if (v1.z == v2.z) cz = GREEN;
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
@ -122,7 +122,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model data (mesh and materials)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View file

@ -38,9 +38,9 @@ int main(void)
.eyeToScreenDistance = 0.041f, // Distance between eye and display in meters
.lensSeparationDistance = 0.07f, // Lens separation distance in meters
.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
// Following parameters are just an approximation to CV1 distortion stereo rendering
// Following parameters are just an approximation to CV1 distortion stereo rendering
.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0
.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2
@ -50,32 +50,32 @@ int main(void)
.chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2
.chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3
};
// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
VrStereoConfig config = LoadVrStereoConfig(device);
// Distortion shader (uses device lens distortion and chroma)
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
// Update distortion shader with lens and distortion-scale parameters
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
config.leftLensCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
config.rightLensCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
config.leftScreenCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
config.rightScreenCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
config.scale, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
config.scaleIn, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
device.lensDistortionValues, SHADER_UNIFORM_VEC4);
SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"),
device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
// Initialize framebuffer for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
@ -121,9 +121,9 @@ int main(void)
EndMode3D();
EndVrStereoMode();
EndTextureMode();
BeginShaderMode(distortion);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
@ -136,7 +136,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadVrStereoConfig(config); // Unload stereo config
UnloadRenderTexture(target); // Unload stereo render fbo
UnloadShader(distortion); // Unload distortion shader

View file

@ -64,13 +64,13 @@ int main(void)
// Recalculate random colors for the bars
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
}
// Update virtual mouse (clamped mouse value behind game screen)
Vector2 mouse = GetMousePosition();
Vector2 virtualMouse = { 0 };
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
@ -90,7 +90,7 @@ int main(void)
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);