Update core_delta_time.c

This commit is contained in:
Ray
2025-09-30 18:48:42 +02:00
parent 6966ad5717
commit 8932ba0b0a

View File

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