2
0
mirror of https://github.com/raylib-cs/raylib-cs synced 2025-06-30 19:03:42 -04:00

Fixed trailing whitespace

- Removed trailing whitespace from bindings and examples.
This commit is contained in:
2018-10-24 12:41:55 +01:00
parent 01ec64945c
commit 527bf58521
75 changed files with 1671 additions and 1697 deletions

View File

@ -12,44 +12,44 @@ public partial class physics_demo
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
*
* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
bool needsReset = false;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
var floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), 500, 100, 10);
floor.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create obstacle circle physics body
var circle = CreatePhysicsBodyCircle(new Vector2( screenWidth/2, screenHeight/2 ), 45, 10);
circle.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -60,22 +60,22 @@ public partial class physics_demo
{
floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), 500, 100, 10);
floor.enabled = false;
circle = CreatePhysicsBodyCircle(new Vector2( screenWidth/2, screenHeight/2 ), 45, 10);
circle.enabled = false;
}
// Reset physics input
if (IsKeyPressed('R'))
{
ResetPhysics();
needsReset = true;
}
// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = bodiesCount - 1; i >= 0; i--)
@ -84,21 +84,21 @@ public partial class physics_demo
if (body.id != 0 && (body.position.y > screenHeight*2)) DestroyPhysicsBody(body);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
var body = GetPhysicsBody(i);
if (body.id != 0) // can't check struct for null
{
int vertexCount = GetPhysicsShapeVerticesCount(i);
@ -107,33 +107,33 @@ public partial class physics_demo
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
}
DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}
}

View File

@ -12,62 +12,62 @@ public partial class physics_friction
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
*
* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics friction");
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBodyData floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), screenWidth, 100, 10);
floor.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
PhysicsBodyData wall = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight*0.8f ), 10, 80, 10);
wall.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create left ramp physics body
PhysicsBodyData rectLeft = CreatePhysicsBodyRectangle(new Vector2( 25, screenHeight - 5 ), 250, 250, 10);
rectLeft.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
// Create right ramp physics body
PhysicsBodyData rectRight = CreatePhysicsBodyRectangle(new Vector2( screenWidth - 25, screenHeight - 5 ), 250, 250, 10);
rectRight.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
// Create dynamic physics bodies
PhysicsBodyData bodyA = CreatePhysicsBodyRectangle(new Vector2( 35, screenHeight*0.6f ), 40, 40, 10);
bodyA.staticFriction = 0.1f;
bodyA.dynamicFriction = 0.1f;
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
PhysicsBodyData bodyB = CreatePhysicsBodyRectangle(new Vector2( screenWidth - 35, screenHeight*0.6f ), 40, 40, 10);
bodyB.staticFriction = 1;
bodyB.dynamicFriction = 1;
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -80,28 +80,28 @@ public partial class physics_friction
bodyA.velocity = new Vector2( 0, 0 );
bodyA.angularVelocity = 0;
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
bodyB.position = new Vector2( screenWidth - 35, screenHeight*0.6f );
bodyB.velocity = new Vector2( 0, 0 );
bodyB.angularVelocity = 0;
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBodyData body = GetPhysicsBody(i);
if (body.id != 0) // check for null?
{
int vertexCount = GetPhysicsShapeVerticesCount(i);
@ -110,39 +110,39 @@ public partial class physics_friction
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
}
DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
DrawText("0.1", (int)bodyA.position.x - MeasureText("0.1", 20)/2, (int)bodyA.position.y - 7, 20, WHITE);
DrawText("1", (int)bodyB.position.x - MeasureText("1", 20)/2, (int)bodyB.position.y - 7, 20, WHITE);
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View File

@ -12,37 +12,37 @@ public partial class physics_restitution
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
*
* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution");
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBodyData floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), screenWidth, 100, 10);
floor.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
floor.restitution = 1;
// Create circles physics body
PhysicsBodyData circleA = CreatePhysicsBodyCircle(new Vector2( screenWidth*0.25f, screenHeight/2 ), 30, 10);
circleA.restitution = 0;
@ -50,10 +50,10 @@ public partial class physics_restitution
circleB.restitution = 0.5f;
PhysicsBodyData circleC = CreatePhysicsBodyCircle(new Vector2( screenWidth*0.75f, screenHeight/2 ), 30, 10);
circleC.restitution = 1;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -72,58 +72,58 @@ public partial class physics_restitution
circleC.velocity = new Vector2( 0, 0 );
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBodyData body = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
DrawText("0", (int)circleA.position.x - MeasureText("0", 20)/2, (int)circleA.position.y - 7, 20, WHITE);
DrawText("0.5", (int)circleB.position.x - MeasureText("0.5", 20)/2, (int)circleB.position.y - 7, 20, WHITE);
DrawText("1", (int)circleC.position.x - MeasureText("1", 20)/2, (int)circleC.position.y - 7, 20, WHITE);
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View File

@ -12,40 +12,40 @@ public partial class physics_shatter
*
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
*
* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
bool needsReset = false;
// Initialize physics and default physics bodies
InitPhysics();
SetPhysicsGravity(0, 0);
// Create random polygon physics body to shatter
CreatePhysicsBodyPolygon(new Vector2( screenWidth/2, screenHeight/2 ), GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -59,13 +59,13 @@ public partial class physics_shatter
// Create random polygon physics body to shatter
CreatePhysicsBodyPolygon(new Vector2( screenWidth/2, screenHeight/2 ), GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
}
if (IsKeyPressed('R')) // Reset physics input
{
ResetPhysics();
needsReset = true;
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
{
// Note: some values need to be stored in variables due to asynchronous changes during main thread
@ -77,51 +77,51 @@ public partial class physics_shatter
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw created physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBodyData currentBody = GetPhysicsBody(i);
int vertexCount = GetPhysicsShapeVerticesCount(i);
for (int j = 0; j < vertexCount; j++)
{
// Get physics bodies shape vertices to draw lines
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}