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Update core_delta_time.c
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@@ -32,12 +32,12 @@ int main(void)
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int currentFps = 60;
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// Store the position for the both of the circles
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Vector2 deltaCircle = {0, screenHeight / 3.0f};
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Vector2 frameCircle = {0, screenHeight * (2.0f/3.0f)};
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Vector2 deltaCircle = { 0, (float)screenHeight/3.0f };
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Vector2 frameCircle = { 0, (float)screenHeight*(2.0f/3.0f) };
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// The speed applied to both circles
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const float speed = 10.0;
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const float circleRadius = 32;
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const float speed = 10.0f;
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const float circleRadius = 32.0f;
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SetTargetFPS(currentFps);
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//--------------------------------------------------------------------------------------
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@@ -46,77 +46,58 @@ int main(void)
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------
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if (IsKeyPressed(KEY_R)) // Reset both circles' positions when you press R
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{
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deltaCircle.x = 0;
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frameCircle.x = 0;
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}
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//----------------------------------------------------------------------------------
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// Adjust the FPS target based on the mouse wheel
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float mouseWheel = GetMouseWheelMove();
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if (mouseWheel != 0)
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{
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currentFps += (int)mouseWheel;
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if (currentFps < 0) currentFps = 0;
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SetTargetFPS(currentFps);
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}
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// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
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// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
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// Multiply by 6.0 (an arbitrary value) in order to make the speed visually closer to the other circle (at 60 fps), for comparison
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deltaCircle.x += GetFrameTime() * 6.0f * speed;
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// Multiply by 6.0 (an arbitrary value) in order to make the speed
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// visually closer to the other circle (at 60 fps), for comparison
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deltaCircle.x += GetFrameTime()*6.0f*speed;
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// This circle can move faster or slower visually depending on the FPS
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frameCircle.x += .1f * speed;
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frameCircle.x += 0.1f*speed;
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// If either circle is off the screen, reset it back to the start
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if (deltaCircle.x > screenWidth)
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if (deltaCircle.x > screenWidth) deltaCircle.x = 0;
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if (frameCircle.x > screenWidth) frameCircle.x = 0;
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// Reset both circles positions
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if (IsKeyPressed(KEY_R))
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{
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deltaCircle.x = 0;
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}
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if (frameCircle.x > screenWidth)
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{
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frameCircle.x = 0;
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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(RAYWHITE);
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ClearBackground(RAYWHITE);
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// Draw both circles to the screen
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DrawCircleV(deltaCircle, circleRadius, RED);
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DrawCircleV(frameCircle, circleRadius, BLUE);
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// Draw both circles to the screen
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DrawCircleV(deltaCircle, circleRadius, RED);
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DrawCircleV(frameCircle, circleRadius, BLUE);
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// Draw the help text
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// Determine what help text to show depending on the current FPS target
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const char *fpsText = 0;
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if (currentFps <= 0) fpsText = TextFormat("FPS: unlimited (%i)", GetFPS());
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else fpsText = TextFormat("FPS: %i (target: %i)", GetFPS(), currentFps);
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DrawText(fpsText, 10, 10, 20, DARKGRAY);
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DrawText(TextFormat("Frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY);
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DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
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// Determine what help text to show depending on the current FPS target
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const char* fpsText;
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if (currentFps <= 0)
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{
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if (currentFps < 0)
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{
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// Clamp values below 0
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currentFps = 0;
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}
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// Special text for when the FPS target is set to 0 or less, which makes it unlimited
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fpsText = TextFormat("fps: unlimited (%i)", GetFPS());
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}
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else
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{
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fpsText = TextFormat("fps: %i (target: %i)", GetFPS(), currentFps);
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}
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// Draw the help text
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DrawText(fpsText, 10, 10, 20, DARKGRAY);
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DrawText(TextFormat("frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY);
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DrawText("use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
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// Draw the text above the circles
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DrawText("x += GetFrameTime() * speed", 10, 90, 20, RED);
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DrawText("x += speed", 10, 240, 20, BLUE);
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// Draw the text above the circles
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DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, RED);
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DrawText("FUNC: x += speed", 10, 240, 20, BLUE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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