REVIEWED: examples: Replace TABS and Remove trailing spaces

This commit is contained in:
Ray
2025-11-19 13:18:10 +01:00
parent bd21d74914
commit 0b9f463e64
36 changed files with 440 additions and 447 deletions

View File

@@ -36,7 +36,7 @@ static const char particleTypeNames[3][10] = { "WATER", "SMOKE", "FIRE" };
typedef struct Particle {
ParticleType type; // Particle type (WATER, SMOKE, FIRE)
Vector2 position; // Particle position on screen
Vector2 velocity; // Particle current speed and direction
Vector2 velocity; // Particle current speed and direction
float radius; // Particle radius
Color color; // Particle color
@@ -45,9 +45,9 @@ typedef struct Particle {
} Particle;
typedef struct CircularBuffer {
int head; // Index for the next write
int tail; // Index for the next read
Particle *buffer; // Particle buffer array
int head; // Index for the next write
int tail; // Index for the next read
Particle *buffer; // Particle buffer array
} CircularBuffer;
//----------------------------------------------------------------------------------
@@ -73,12 +73,12 @@ int main(void)
// Definition of particles
Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
CircularBuffer circularBuffer = { 0, 0, particles };
CircularBuffer circularBuffer = { 0, 0, particles };
// Particle emitter parameters
// Particle emitter parameters
int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
ParticleType currentType = WATER;
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
ParticleType currentType = WATER;
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -88,7 +88,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Emit new particles: when emissionRate is 1, emit every frame
// Emit new particles: when emissionRate is 1, emit every frame
if (emissionRate < 0)
{
if (rand()%(-emissionRate) == 0) EmitParticle(&circularBuffer, emitterPosition, currentType);
@@ -96,9 +96,9 @@ int main(void)
else
{
for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
}
}
// Update the parameters of each particle
// Update the parameters of each particle
UpdateParticles(&circularBuffer, screenWidth, screenHeight);
// Remove dead particles from the circular buffer
@@ -112,7 +112,7 @@ int main(void)
if (IsKeyPressed(KEY_RIGHT)) (currentType == FIRE)? (currentType = WATER) : currentType++;
if (IsKeyPressed(KEY_LEFT)) (currentType == WATER)? (currentType = FIRE) : currentType--;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
@@ -121,7 +121,7 @@ int main(void)
ClearBackground(RAYWHITE);
// Call the function with a loop to draw all particles
// Call the function with a loop to draw all particles
DrawParticles(&circularBuffer);
// Draw UI and Instructions
@@ -133,7 +133,7 @@ int main(void)
DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
if (emissionRate < 0) DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
DrawFPS(screenWidth - 80, 10);
@@ -200,12 +200,12 @@ static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
// Check if buffer full
if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
{
// Add new particle to the head position and advance head
// Add new particle to the head position and advance head
particle = &circularBuffer->buffer[circularBuffer->head];
circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
}
return particle;
return particle;
}
static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
@@ -213,7 +213,7 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
{
// Update particle life and positions
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
switch (circularBuffer->buffer[i].type)
{
@@ -226,32 +226,32 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
case SMOKE:
{
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
// If alpha transparent, particle dies
if (circularBuffer->buffer[i].color.a < 4) circularBuffer->buffer[i].alive = false;
} break;
case FIRE:
{
// Add a little horizontal oscillation to fire particles
// Add a little horizontal oscillation to fire particles
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
// If radius too small, particle dies
if (circularBuffer->buffer[i].radius <= 0.02f) circularBuffer->buffer[i].alive = false;
} break;
default: break;
}
// Disable particle when out of screen
// Disable particle when out of screen
Vector2 center = circularBuffer->buffer[i].position;
float radius = circularBuffer->buffer[i].radius;
float radius = circularBuffer->buffer[i].radius;
if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
(center.y < -radius) || (center.y > (screenHeight + radius)))
@@ -267,7 +267,7 @@ static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
while ((circularBuffer->tail != circularBuffer->head) && !circularBuffer->buffer[circularBuffer->tail].alive)
{
circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
}
}
}
static void DrawParticles(CircularBuffer *circularBuffer)