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https://github.com/raysan5/raylib.git
synced 2026-03-29 11:51:59 +00:00
REVIEWED: examples memory allocators, using raylib provided macros
This commit is contained in:
@@ -111,7 +111,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(rectangles);
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RL_FREE(rectangles);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@@ -17,15 +17,19 @@
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#include "raylib.h"
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#include <stdlib.h>
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#include <math.h>
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#include <stdlib.h> // Required for: malloc(), free()
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#include <math.h> // Required for: hypot()
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#define MAX_BALLS 5000 // Maximum quantity of balls
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#define MAX_BALLS 5000 // Maximum quantity of balls
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Ball data type
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typedef struct Ball {
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Vector2 pos; // Position
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Vector2 vel; // Velocity
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Vector2 ppos; // Previous position
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Vector2 position;
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Vector2 speed;
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Vector2 prevPosition;
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float radius;
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float friction;
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float elasticity;
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@@ -45,11 +49,13 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
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Ball *balls = (Ball*)malloc(sizeof(Ball)*MAX_BALLS);
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Ball *balls = (Ball*)RL_MALLOC(sizeof(Ball)*MAX_BALLS);
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// Init first ball in the array
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balls[0] = (Ball){
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.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
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.vel = { 200, 200 },
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.ppos = { 0 },
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.position = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
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.speed = { 200, 200 },
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.prevPosition = { 0 },
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.radius = 40,
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.friction = 0.99f,
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.elasticity = 0.9f,
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@@ -58,12 +64,12 @@ int main(void)
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};
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int ballCount = 1;
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Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
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Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
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Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
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Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
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float gravity = 100; // World gravity
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float gravity = 100; // World gravity
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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@@ -80,8 +86,8 @@ int main(void)
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for (int i = ballCount - 1; i >= 0; i--)
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{
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Ball *ball = &balls[i];
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pressOffset.x = mousePos.x - ball->pos.x;
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pressOffset.y = mousePos.y - ball->pos.y;
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pressOffset.x = mousePos.x - ball->position.x;
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pressOffset.y = mousePos.y - ball->position.y;
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// If the distance between the ball position and the mouse press position
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// is less than or equal to the ball radius, the event occurred inside the ball
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@@ -110,9 +116,9 @@ int main(void)
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if (ballCount < MAX_BALLS)
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{
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balls[ballCount++] = (Ball){
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.pos = mousePos,
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.vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
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.ppos = { 0 },
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.position = mousePos,
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.speed = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
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.prevPosition = { 0 },
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.radius = 20.0f + (float)GetRandomValue(0, 30),
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.friction = 0.99f,
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.elasticity = 0.9f,
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@@ -127,7 +133,7 @@ int main(void)
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{
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for (int i = 0; i < ballCount; i++)
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{
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if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
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if (!balls[i].grabbed) balls[i].speed = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
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}
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}
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@@ -143,49 +149,49 @@ int main(void)
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if (!ball->grabbed)
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{
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// Ball repositioning using the velocity
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ball->pos.x += ball->vel.x * delta;
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ball->pos.y += ball->vel.y * delta;
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ball->position.x += ball->speed.x * delta;
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ball->position.y += ball->speed.y * delta;
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// Does the ball hit the screen right boundary?
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if ((ball->pos.x + ball->radius) >= screenWidth)
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if ((ball->position.x + ball->radius) >= screenWidth)
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{
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ball->pos.x = screenWidth - ball->radius; // Ball repositioning
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ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
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ball->position.x = screenWidth - ball->radius; // Ball repositioning
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ball->speed.x = -ball->speed.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
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}
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// Does the ball hit the screen left boundary?
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else if ((ball->pos.x - ball->radius) <= 0)
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else if ((ball->position.x - ball->radius) <= 0)
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{
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ball->pos.x = ball->radius;
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ball->vel.x = -ball->vel.x*ball->elasticity;
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ball->position.x = ball->radius;
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ball->speed.x = -ball->speed.x*ball->elasticity;
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}
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// The same for y axis
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if ((ball->pos.y + ball->radius) >= screenHeight)
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if ((ball->position.y + ball->radius) >= screenHeight)
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{
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ball->pos.y = screenHeight - ball->radius;
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ball->vel.y = -ball->vel.y*ball->elasticity;
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ball->position.y = screenHeight - ball->radius;
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ball->speed.y = -ball->speed.y*ball->elasticity;
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}
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else if ((ball->pos.y - ball->radius) <= 0)
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else if ((ball->position.y - ball->radius) <= 0)
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{
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ball->pos.y = ball->radius;
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ball->vel.y = -ball->vel.y*ball->elasticity;
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ball->position.y = ball->radius;
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ball->speed.y = -ball->speed.y*ball->elasticity;
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}
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// Friction makes the ball lose 1% of its velocity each frame
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ball->vel.x = ball->vel.x*ball->friction;
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ball->speed.x = ball->speed.x*ball->friction;
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// Gravity affects only the y axis
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ball->vel.y = ball->vel.y*ball->friction + gravity;
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ball->speed.y = ball->speed.y*ball->friction + gravity;
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}
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else
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{
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// Ball repositioning using the mouse position
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ball->pos.x = mousePos.x - pressOffset.x;
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ball->pos.y = mousePos.y - pressOffset.y;
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ball->position.x = mousePos.x - pressOffset.x;
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ball->position.y = mousePos.y - pressOffset.y;
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// While the ball is grabbed, recalculates its velocity
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ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
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ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
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ball->ppos = ball->pos;
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ball->speed.x = (ball->position.x - ball->prevPosition.x)/delta;
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ball->speed.y = (ball->position.y - ball->prevPosition.y)/delta;
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ball->prevPosition = ball->position;
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}
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}
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//----------------------------------------------------------------------------------
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@@ -198,8 +204,8 @@ int main(void)
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for (int i = 0; i < ballCount; i++)
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{
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DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
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DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
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DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
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DrawCircleLinesV(balls[i].position, balls[i].radius, BLACK);
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}
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DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
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@@ -215,7 +221,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(balls);
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RL_FREE(balls);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@@ -61,7 +61,7 @@ int main(void)
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SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
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// Free codepoints, atlas has already been generated
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free(codepointsNoDups);
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RL_FREE(codepointsNoDups);
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bool showFontAtlas = false;
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@@ -139,7 +139,7 @@ int main(void)
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static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
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{
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int codepointsNoDupsCount = codepointCount;
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int *codepointsNoDups = (int *)calloc(codepointCount, sizeof(int));
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int *codepointsNoDups = (int *)RL_CALLOC(codepointCount, sizeof(int));
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memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int));
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// Remove duplicates
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@@ -47,7 +47,7 @@ int main(void)
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// Load bunny texture
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Texture2D texBunny = LoadTexture("resources/raybunny.png");
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Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
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Bunny *bunnies = (Bunny *)RL_MALLOC(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
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int bunniesCount = 0; // Bunnies counter
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@@ -126,7 +126,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(bunnies); // Unload bunnies data array
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RL_FREE(bunnies); // Unload bunnies data array
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UnloadTexture(texBunny); // Unload bunny texture
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@@ -51,8 +51,8 @@ int main(void)
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// NOTE: We can have up to 256 values for tile ids and for tile fog state,
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// probably we don't need that many values for fog state, it can be optimized
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// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
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map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileIds = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileFog = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
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// Load map tiles (generating 2 random tile ids for testing)
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// NOTE: Map tile ids should be probably loaded from an external map file
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@@ -149,8 +149,8 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(map.tileIds); // Free allocated map tile ids
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free(map.tileFog); // Free allocated map tile fog state
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RL_FREE(map.tileIds); // Free allocated map tile ids
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RL_FREE(map.tileFog); // Free allocated map tile fog state
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UnloadRenderTexture(fogOfWar); // Unload render texture
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