mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-09-09 03:01:41 -04:00
Fixed trailing whitespace
- Removed trailing whitespace from bindings and examples.
This commit is contained in:
@@ -12,44 +12,44 @@ public partial class physics_demo
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*
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* Use the following line to compile:
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*
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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*
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* Copyright (c) 2016-2018 Victor Fisac
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*
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********************************************************************************************/
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
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// Physac logo drawing position
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int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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int logoY = 15;
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bool needsReset = false;
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// Initialize physics and default physics bodies
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InitPhysics();
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// Create floor rectangle physics body
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var floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), 500, 100, 10);
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floor.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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// Create obstacle circle physics body
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var circle = CreatePhysicsBodyCircle(new Vector2( screenWidth/2, screenHeight/2 ), 45, 10);
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circle.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetTargetFPS(60);
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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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@@ -60,22 +60,22 @@ public partial class physics_demo
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{
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floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), 500, 100, 10);
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floor.enabled = false;
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circle = CreatePhysicsBodyCircle(new Vector2( screenWidth/2, screenHeight/2 ), 45, 10);
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circle.enabled = false;
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}
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// Reset physics input
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if (IsKeyPressed('R'))
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{
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ResetPhysics();
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needsReset = true;
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}
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// Physics body creation inputs
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
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else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
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// Destroy falling physics bodies
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int bodiesCount = GetPhysicsBodiesCount();
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for (int i = bodiesCount - 1; i >= 0; i--)
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@@ -84,21 +84,21 @@ public partial class physics_demo
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if (body.id != 0 && (body.position.y > screenHeight*2)) DestroyPhysicsBody(body);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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DrawFPS(screenWidth - 90, screenHeight - 30);
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// Draw created physics bodies
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bodiesCount = GetPhysicsBodiesCount();
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for (int i = 0; i < bodiesCount; i++)
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{
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var body = GetPhysicsBody(i);
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if (body.id != 0) // can't check struct for null
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{
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int vertexCount = GetPhysicsShapeVerticesCount(i);
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@@ -107,33 +107,33 @@ public partial class physics_demo
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// Get physics bodies shape vertices to draw lines
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// Note: GetPhysicsShapeVertex() already calculates rotation transformations
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Vector2 vertexA = GetPhysicsShapeVertex(body, j);
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int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
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Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
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DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
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}
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}
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}
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DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
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DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
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DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
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DrawText("Physac", logoX, logoY, 30, WHITE);
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DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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}
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