fix calls to GetRandomValue

This commit is contained in:
Bigfoot71 2025-05-10 21:45:42 +02:00
commit 0bfc37450c
2 changed files with 58 additions and 58 deletions

View file

@ -60,9 +60,9 @@ int main(void)
// Translate and rotate cubes randomly
for (int i = 0; i < MAX_INSTANCES; i++)
{
Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50));
Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
Matrix translation = MatrixTranslate((float)GetRandomRangeInt(-50, 50), (float)GetRandomRangeInt(-50, 50), (float)GetRandomRangeInt(-50, 50));
Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomRangeInt(0, 360), (float)GetRandomRangeInt(0, 360), (float)GetRandomRangeInt(0, 360) });
float angle = (float)GetRandomRangeInt(0, 180)*DEG2RAD;
Matrix rotation = MatrixRotate(axis, angle);
transforms[i] = MatrixMultiply(rotation, translation);

View file

@ -124,14 +124,14 @@ int main(void)
// and initialize the shader locations
for (int i = 0; i < MAX_SPOTS; i++)
{
spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
spots[i].position.x = (float)GetRandomRangeInt(64, screenWidth - 64);
spots[i].position.y = (float)GetRandomRangeInt(64, screenHeight - 64);
spots[i].speed = (Vector2){ 0, 0 };
while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
{
spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.x = GetRandomRangeInt(-400, 40) / 10.0f;
spots[i].speed.y = GetRandomRangeInt(-400, 40) / 10.0f;
}
spots[i].inner = 28.0f * (i + 1);
@ -235,8 +235,8 @@ static void ResetStar(Star *s)
do
{
s->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
s->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
s->speed.x = (float)GetRandomRangeInt(-1000, 1000)/100.0f;
s->speed.y = (float)GetRandomRangeInt(-1000, 1000)/100.0f;
} while (!(fabs(s->speed.x) + (fabs(s->speed.y) > 1)));