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122 lines
4.4 KiB
Plaintext
122 lines
4.4 KiB
Plaintext
/*******************************************************************************************
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*
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* raylib [core] example - delta time
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
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*
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Robin (@RobinsAviary)
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* converted to C3 by Christoffer Lerno
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*
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********************************************************************************************/
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module raylib_delta_time;
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import raylib55;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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fn int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 450;
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rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [core] example - delta time");
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int current_fps = 60;
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// Store the position for the both of the circles
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RLVector2 delta_circle = { 0, SCREEN_HEIGHT / 3.0f };
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RLVector2 frame_circle = { 0, SCREEN_HEIGHT * (2.0f / 3.0f) };
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// The speed applied to both circles
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const float SPEED = 10.0f;
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const float CIRCLE_RADIUS = 32.0f;
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rl::set_target_fps(current_fps);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl::window_should_close()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Adjust the FPS target based on the mouse wheel
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float mouse_wheel = rl::get_mouse_wheel_move();
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if (mouse_wheel)
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{
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current_fps += (int)mouse_wheel;
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if (current_fps < 0) current_fps = 0;
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rl::set_target_fps(current_fps);
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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
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// visually closer to the other circle (at 60 fps), for comparison
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delta_circle.x += rl::get_frame_time() * 6 * SPEED;
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// This circle can move faster or slower visually depending on the FPS
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frame_circle.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 (delta_circle.x > SCREEN_WIDTH) delta_circle.x = 0;
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if (frame_circle.x > SCREEN_WIDTH) frame_circle.x = 0;
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// Reset both circles positions
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if (rl::is_key_pressed(R))
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{
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delta_circle.x = 0;
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frame_circle.x = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl::@drawing()
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{
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rl::clear_background(rl::RAYWHITE);
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// Draw both circles to the screen
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rl::draw_circle_v(delta_circle, CIRCLE_RADIUS, rl::RED);
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rl::draw_circle_v(frame_circle, CIRCLE_RADIUS, rl::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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ZString fps_text = null;
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if (current_fps <= 0)
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{
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fps_text = rl::text_format("FPS: unlimited (%i)", rl::get_fps());
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}
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else
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{
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fps_text = rl::text_format("FPS: %i (target: %i)", rl::get_fps(), current_fps);
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}
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rl::draw_text(fps_text, 10, 10, 20, rl::DARKGRAY);
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rl::draw_text(rl::text_format("Frame time: %02.02f ms", rl::get_frame_time()), 10, 30, 20, rl::DARKGRAY);
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rl::draw_text("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, rl::DARKGRAY);
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// Draw the text above the circles
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rl::draw_text("FUNC: x += GetFrameTime()*speed", 10, 90, 20, rl::RED);
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rl::draw_text("FUNC: x += speed", 10, 240, 20, rl::BLUE);
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};
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rl::close_window(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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