Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Daniel Tasada 2026-01-29 18:14:17 +01:00
commit f79c0d66ca
59 changed files with 1485 additions and 1242 deletions

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@ -84,8 +84,10 @@ jobs:
- name: Upload Artifacts - name: Upload Artifacts
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
name: ${{ env.RELEASE_NAME }}.tar.gz name: ${{ env.RELEASE_NAME }}
path: ./build/${{ env.RELEASE_NAME }}.tar.gz path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release - name: Upload Artifact to Release
uses: softprops/action-gh-release@v1 uses: softprops/action-gh-release@v1

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@ -114,8 +114,10 @@ jobs:
- name: Upload Artifacts - name: Upload Artifacts
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
name: ${{ env.RELEASE_NAME }}.tar.gz name: ${{ env.RELEASE_NAME }}
path: ./build/${{ env.RELEASE_NAME }}.tar.gz path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release - name: Upload Artifact to Release
uses: softprops/action-gh-release@v1 uses: softprops/action-gh-release@v1

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@ -101,8 +101,10 @@ jobs:
- name: Upload Artifacts - name: Upload Artifacts
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
name: ${{ env.RELEASE_NAME }}.tar.gz name: ${{ env.RELEASE_NAME }}
path: ./build/${{ env.RELEASE_NAME }}.tar.gz path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.tar.gz
- name: Upload Artifact to Release - name: Upload Artifact to Release
uses: softprops/action-gh-release@v1 uses: softprops/action-gh-release@v1

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@ -71,8 +71,10 @@ jobs:
- name: Upload Artifacts - name: Upload Artifacts
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
name: ${{ env.RELEASE_NAME }}.zip name: ${{ env.RELEASE_NAME }}
path: ./build/${{ env.RELEASE_NAME }}.zip path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release - name: Upload Artifact to Release
uses: softprops/action-gh-release@v1 uses: softprops/action-gh-release@v1

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@ -142,8 +142,10 @@ jobs:
- name: Upload Artifacts - name: Upload Artifacts
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
name: ${{ env.RELEASE_NAME }}.zip name: ${{ env.RELEASE_NAME }}
path: ./build/${{ env.RELEASE_NAME }}.zip path: |
./build/${{ env.RELEASE_NAME }}
!./build/${{ env.RELEASE_NAME }}.zip
- name: Upload Artifact to Release - name: Upload Artifact to Release
uses: softprops/action-gh-release@v1 uses: softprops/action-gh-release@v1

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@ -226,10 +226,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera); Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera); Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) camera->offset.x = width - (max.x - width/2); if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
if (max.y < height) camera->offset.y = height - (max.y - height/2); if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
if (min.x > 0) camera->offset.x = width/2 - min.x; if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
if (min.y > 0) camera->offset.y = height/2 - min.y; if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
} }
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)

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@ -225,10 +225,10 @@ int main(void)
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera); Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera); Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2); if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2); if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x; if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y; if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Events management // Events management

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@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{ {
const float resizeRatio = (float)(screenHeight/gameHeight); const float resizeRatio = (float)screenHeight/gameHeight;
sourceRect->x = 0.0f; sourceRect->x = 0.0f;
sourceRect->y = 0.0f; sourceRect->y = 0.0f;
sourceRect->width = (float)(int)(screenWidth/resizeRatio); sourceRect->width = (float)(int)(screenWidth/resizeRatio);
@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect) static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
{ {
const float resizeRatio = (float)(screenWidth/gameWidth); const float resizeRatio = (float)screenWidth/gameWidth;
sourceRect->x = 0.0f; sourceRect->x = 0.0f;
sourceRect->y = 0.0f; sourceRect->y = 0.0f;
sourceRect->width = (float)gameWidth; sourceRect->width = (float)gameWidth;

View file

@ -148,25 +148,25 @@ void DrawSphereBasic(Color color)
{ {
for (int j = 0; j < slices; j++) for (int j = 0; j < slices; j++)
{ {
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)), sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)), sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)), rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))), sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices))); cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
} }
} }
rlEnd(); rlEnd();

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@ -85,9 +85,9 @@ int main(void)
// Calculate the cube position // Calculate the cube position
Vector3 cubePos = { Vector3 cubePos = {
(float)(x - numBlocks/2)*(scale*3.0f) + scatter, (float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
(float)(y - numBlocks/2)*(scale*2.0f) + scatter, (float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
(float)(z - numBlocks/2)*(scale*3.0f) + scatter (float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
}; };
// Pick a color with a hue depending on cube position for the rainbow color effect // Pick a color with a hue depending on cube position for the rainbow color effect

View file

@ -258,8 +258,8 @@ int main(void)
UnloadImage(pattern); UnloadImage(pattern);
mode = MODE_PAUSE; mode = MODE_PAUSE;
offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f; offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f; offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
} }
// Check window draw inside world limits // Check window draw inside world limits

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@ -45,7 +45,7 @@ int main(void)
for (int i = 0; i < MAX_COLORS_COUNT; i++) for (int i = 0; i < MAX_COLORS_COUNT; i++)
{ {
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7); colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7); colorsRecs[i].y = 80.0f + 100.0f *((float)i/7) + 10.0f *((float)i/7);
colorsRecs[i].width = 100.0f; colorsRecs[i].width = 100.0f;
colorsRecs[i].height = 100.0f; colorsRecs[i].height = 100.0f;
} }

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@ -311,7 +311,7 @@ static void DrawDisplaySegment(Vector2 center, int length, int thick, bool verti
(Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3 (Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3
(Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4 (Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4
(Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5 (Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5
(Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6 (Vector2){ center.x, center.y + (float)length/2 + thick/2.0f }, // Point 6
}; };
DrawTriangleStrip(segmentPointsV, 6, color); DrawTriangleStrip(segmentPointsV, 6, color);

View file

@ -49,8 +49,8 @@ int main(void)
float totalM = m1 + m2; float totalM = m1 + m2;
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previousPosition.x += (screenWidth/2); previousPosition.x += ((float)screenWidth/2);
previousPosition.y += (screenHeight/2 - 100); previousPosition.y += ((float)screenHeight/2 - 100);
// Scale length // Scale length
float L1 = l1*lengthScaler; float L1 = l1*lengthScaler;
@ -105,8 +105,8 @@ int main(void)
// Calculate position // Calculate position
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
currentPosition.x += screenWidth/2; currentPosition.x += (float)screenWidth/2;
currentPosition.y += screenHeight/2 - 100; currentPosition.y += (float)screenHeight/2 - 100;
// Draw to render texture // Draw to render texture
BeginTextureMode(target); BeginTextureMode(target);

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