Remove trail spaces
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f92ee46d86
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61 changed files with 565 additions and 565 deletions
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@ -5,7 +5,7 @@
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/)
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* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/)
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* and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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@ -14,13 +14,13 @@
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*
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* The shader makes alpha holes in the forground to give the apearance of a top
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* down look at a spotlight casting a pool of light...
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*
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*
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* The right hand side of the screen there is just enough light to see whats
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* going on without the spot light, great for a stealth type game where you
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* have to avoid the spotlights.
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*
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*
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* The left hand side of the screen is in pitch dark except for where the spotlights are.
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*
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*
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* Although this example doesn't scale like the letterbox example, you could integrate
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* the two techniques, but by scaling the actual colour of the render texture rather
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* than using alpha as a mask.
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@ -43,12 +43,12 @@
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#define MAX_STARS 400
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// Spot data
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typedef struct {
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typedef struct {
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Vector2 pos;
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Vector2 vel;
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float inner;
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float radius;
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// Shader locations
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unsigned int posLoc;
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unsigned int innerLoc;
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@ -75,26 +75,26 @@ int main(void)
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HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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Star stars[MAX_STARS] = { 0 };
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for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
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// Progress all the stars on, so they don't all start in the centre
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for (int m = 0; m < screenWidth/2.0; m++)
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for (int m = 0; m < screenWidth/2.0; m++)
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{
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for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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}
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int frameCounter = 0;
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// Use default vert shader
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Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// Get the locations of spots in the shader
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Spot spots[MAX_SPOTS];
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for (int i = 0; i < MAX_SPOTS; i++)
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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char posName[32] = "spots[x].pos\0";
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char innerName[32] = "spots[x].inner\0";
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@ -103,13 +103,13 @@ int main(void)
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posName[6] = '0' + i;
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innerName[6] = '0' + i;
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radiusName[6] = '0' + i;
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spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
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spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
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}
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// Tell the shader how wide the screen is so we can have
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// a pitch black half and a dimly lit half.
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unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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@ -123,16 +123,16 @@ int main(void)
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spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
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spots[i].vel = (Vector2){ 0, 0 };
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while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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{
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spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
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spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
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}
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spots[i].inner = 28 * (i + 1);
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spots[i].radius = 48 * (i + 1);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
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@ -140,7 +140,7 @@ int main(void)
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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@ -157,23 +157,23 @@ int main(void)
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if (i == 0)
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{
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Vector2 mp = GetMousePosition();
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spots[i].pos.x = mp.x;
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spots[i].pos.x = mp.x;
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spots[i].pos.y = screenHeight - mp.y;
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}
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else
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{
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spots[i].pos.x += spots[i].vel.x;
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spots[i].pos.x += spots[i].vel.x;
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spots[i].pos.y += spots[i].vel.y;
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if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
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if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
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if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
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}
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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}
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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@ -204,11 +204,11 @@ int main(void)
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EndShaderMode();
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DrawFPS(10, 10);
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DrawText("Move the mouse!", 10, 30, 20, GREEN);
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DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN);
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DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -229,21 +229,21 @@ int main(void)
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void ResetStar(Star *s)
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{
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s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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do
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{
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s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
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} while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
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}
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void UpdateStar(Star *s)
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{
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s->pos = Vector2Add(s->pos, s->vel);
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if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
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(s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
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{
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