Clean up build.zig and examples
This commit affects the build.zig and examples files. It reformats the code to meet a 120 column limit. It also adjusts comments so that there is a space after the comment symbol '//' and the grammar in the comments has been fixed.
This commit is contained in:
parent
4dbbea186e
commit
a378960088
9 changed files with 219 additions and 71 deletions
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@ -28,7 +28,12 @@ pub fn main() anyerror!void {
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spacing += @as(i32, @intFromFloat(buildings[i].width));
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buildColors[i] = rl.Color.init(@as(u8, @intCast(rl.getRandomValue(200, 240))), @as(u8, @intCast(rl.getRandomValue(200, 240))), @as(u8, @intCast(rl.getRandomValue(200, 250))), 255);
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buildColors[i] = rl.Color.init(
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@as(u8, @intCast(rl.getRandomValue(200, 240))),
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@as(u8, @intCast(rl.getRandomValue(200, 240))),
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@as(u8, @intCast(rl.getRandomValue(200, 250))),
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255,
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);
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}
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var camera = rl.Camera2D{
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@ -97,8 +102,20 @@ pub fn main() anyerror!void {
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rl.drawRectangleRec(player, rl.Color.red);
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rl.drawLine(@as(i32, @intFromFloat(camera.target.x)), -screenHeight * 10, @as(i32, @intFromFloat(camera.target.x)), screenHeight * 10, rl.Color.green);
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rl.drawLine(-screenWidth * 10, @as(i32, @intFromFloat(camera.target.y)), screenWidth * 10, @as(i32, @intFromFloat(camera.target.y)), rl.Color.green);
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rl.drawLine(
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@as(i32, @intFromFloat(camera.target.x)),
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-screenHeight * 10,
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@as(i32, @intFromFloat(camera.target.x)),
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screenHeight * 10,
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rl.Color.green,
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);
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rl.drawLine(
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-screenWidth * 10,
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@as(i32, @intFromFloat(camera.target.y)),
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screenWidth * 10,
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@as(i32, @intFromFloat(camera.target.y)),
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rl.Color.green,
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);
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}
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rl.drawText("SCREEN AREA", 640, 10, 20, rl.Color.red);
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@ -27,8 +27,17 @@ pub fn main() anyerror!void {
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for (0..heights.len) |i| {
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heights[i] = @as(f32, @floatFromInt(rl.getRandomValue(1, 12)));
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positions[i] = rl.Vector3.init(@as(f32, @floatFromInt(rl.getRandomValue(-15, 15))), heights[i] / 2.0, @as(f32, @floatFromInt(rl.getRandomValue(-15, 15))));
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colors[i] = rl.Color.init(@as(u8, @intCast(rl.getRandomValue(20, 255))), @as(u8, @intCast(rl.getRandomValue(10, 55))), 30, 255);
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positions[i] = rl.Vector3.init(
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@as(f32, @floatFromInt(rl.getRandomValue(-15, 15))),
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heights[i] / 2.0,
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@as(f32, @floatFromInt(rl.getRandomValue(-15, 15))),
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);
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colors[i] = rl.Color.init(
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@as(u8, @intCast(rl.getRandomValue(20, 255))),
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@as(u8, @intCast(rl.getRandomValue(10, 55))),
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30,
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255,
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);
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}
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -36,7 +36,13 @@ pub fn main() anyerror!void {
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rl.drawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, rl.Color.gray);
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rl.drawText(rl.textFormat("Box position Y: %03i", .{@as(i32, @intFromFloat(boxPositionY))}), 10, 40, 20, rl.Color.light_gray);
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rl.drawText(
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rl.textFormat("Box position Y: %03i", .{@as(i32, @intFromFloat(boxPositionY))}),
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10,
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40,
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20,
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rl.Color.light_gray,
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);
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//----------------------------------------------------------------------------------
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}
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}
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@ -69,7 +69,13 @@ pub fn main() anyerror!void {
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// Draw circle and touch index number
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rl.drawCircleV(touchPosition, 34, rl.Color.orange);
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rl.drawText(rl.textFormat("%d", .{i}), @as(i32, @intFromFloat(touchPosition.x)) - 10, @as(i32, @intFromFloat(touchPosition.y)) - 70, 40, rl.Color.black);
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rl.drawText(
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rl.textFormat("%d", .{i}),
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@as(i32, @intFromFloat(touchPosition.x)) - 10,
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@as(i32, @intFromFloat(touchPosition.y)) - 70,
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40,
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rl.Color.black,
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);
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}
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}
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@ -28,7 +28,7 @@ pub fn main() anyerror!void {
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var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model
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var texture = LoadTexture(resourceDir ++ "models/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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var position = Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
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@ -64,7 +64,8 @@ pub fn main() anyerror!void {
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{
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles[0]); // Load new model
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set current map diffuse texture
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// Set current map diffuse texture
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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bounds = MeshBoundingBox(model.meshes[0]);
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@ -74,7 +75,7 @@ pub fn main() anyerror!void {
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// Unload current model texture and load new one
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UnloadTexture(texture);
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texture = LoadTexture(droppedFiles[0]);
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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}
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}
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@ -44,9 +44,9 @@ pub fn main() !void {
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const texture = LoadTexture(resourceDir ++ "texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
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modelB.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
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modelC.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
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modelA.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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modelB.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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modelC.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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var shader = LoadShader(
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resourceDir ++ "/shaders/glsl330/base_lighting.vs",
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@ -54,13 +54,13 @@ pub fn main() !void {
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);
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// Get some shader loactions
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shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
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shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
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shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
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shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
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// ambient light level
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const ambientLoc = GetShaderLocation(shader, "ambient");
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const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 };
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SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
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SetShaderValue(shader, ambientLoc, &ambientVals, @intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
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var angle: f32 = 6.282;
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@ -126,7 +126,12 @@ pub fn main() !void {
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// Update the light shader with the camera view position
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const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
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SetShaderValue(
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shader,
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shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)],
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&cameraPos,
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@intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC3),
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);
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//----------------------------------------------------------------------------------
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// Draw
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@ -23,7 +23,10 @@ pub fn main() anyerror!void {
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var outlineSize: f32 = 2.0;
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const outlineColor = [4]f32{ 1.0, 0.0, 0.0, 1.0 }; // Normalized RED color
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const textureSize = rl.Vector2.init(@as(f32, @floatFromInt(texture.width)), @as(f32, @floatFromInt(texture.height)));
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const textureSize = rl.Vector2.init(
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@as(f32, @floatFromInt(texture.width)),
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@as(f32, @floatFromInt(texture.height)),
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);
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// Get shader locations
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const outlineSizeLoc = rl.getShaderLocation(shdrOutline, "outlineSize");
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@ -31,9 +34,24 @@ pub fn main() anyerror!void {
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const textureSizeLoc = rl.getShaderLocation(shdrOutline, "textureSize");
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// Set shader values (they can be changed later)
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rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_float));
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rl.setShaderValue(shdrOutline, outlineColorLoc, &outlineColor, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec4));
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rl.setShaderValue(shdrOutline, textureSizeLoc, &textureSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec2));
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rl.setShaderValue(
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shdrOutline,
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outlineSizeLoc,
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&outlineSize,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
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);
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rl.setShaderValue(
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shdrOutline,
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outlineColorLoc,
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&outlineColor,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec4),
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);
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rl.setShaderValue(
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shdrOutline,
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textureSizeLoc,
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&textureSize,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec2),
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);
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -45,7 +63,12 @@ pub fn main() anyerror!void {
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outlineSize += rl.getMouseWheelMove();
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if (outlineSize < 1.0) outlineSize = 1.0;
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rl.setShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, @intFromEnum(rl.ShaderUniformDataType.shader_uniform_float));
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rl.setShaderValue(
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shdrOutline,
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outlineSizeLoc,
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&outlineSize,
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@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
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);
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//----------------------------------------------------------------------------------
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// Draw
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@ -59,12 +82,22 @@ pub fn main() anyerror!void {
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rl.beginShaderMode(shdrOutline);
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defer rl.endShaderMode();
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texture.draw(@divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2), -30, rl.Color.white);
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texture.draw(
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@divFloor(rl.getScreenWidth(), 2) - @divFloor(texture.width, 2),
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-30,
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rl.Color.white,
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);
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}
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rl.drawText("Shader-based\ntexture\noutline", 10, 10, 20, rl.Color.gray);
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rl.drawText(rl.textFormat("Outline size: %i px", .{@as(i32, @intFromFloat(outlineSize))}), 10, 120, 20, rl.Color.maroon);
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rl.drawText(
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rl.textFormat("Outline size: %i px", .{@as(i32, @intFromFloat(outlineSize))}),
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10,
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120,
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20,
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rl.Color.maroon,
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);
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rl.drawFPS(710, 10);
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//----------------------------------------------------------------------------------
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@ -21,7 +21,12 @@ pub fn main() anyerror!void {
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defer rl.unloadTexture(scarfy); // Texture unloading
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const position = rl.Vector2.init(350.0, 280.0);
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var frameRec = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(@divFloor(scarfy.width, 6))), @as(f32, @floatFromInt(scarfy.height)));
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var frameRec = rl.Rectangle.init(
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0,
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0,
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@as(f32, @floatFromInt(@divFloor(scarfy.width, 6))),
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@as(f32, @floatFromInt(scarfy.height)),
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);
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var currentFrame: u8 = 0;
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var framesCounter: u8 = 0;
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@ -69,7 +74,13 @@ pub fn main() anyerror!void {
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rl.drawTexture(scarfy, 15, 40, rl.Color.white);
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rl.drawRectangleLines(15, 40, scarfy.width, scarfy.height, rl.Color.lime);
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rl.drawRectangleLines(15 + @as(i32, @intFromFloat(frameRec.x)), 40 + @as(i32, @intFromFloat(frameRec.y)), @as(i32, @intFromFloat(frameRec.width)), @as(i32, @intFromFloat(frameRec.height)), rl.Color.red);
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rl.drawRectangleLines(
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15 + @as(i32, @intFromFloat(frameRec.x)),
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40 + @as(i32, @intFromFloat(frameRec.y)),
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@as(i32, @intFromFloat(frameRec.width)),
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@as(i32, @intFromFloat(frameRec.height)),
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rl.Color.red,
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);
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rl.drawText("FRAME SPEED: ", 165, 210, 10, rl.Color.dark_gray);
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rl.drawText(rl.textFormat("%02i FPS", .{framesSpeed}), 575, 210, 10, rl.Color.dark_gray);
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@ -84,7 +95,13 @@ pub fn main() anyerror!void {
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scarfy.drawRec(frameRec, position, rl.Color.white); // Draw part of the texture
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rl.drawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, rl.Color.gray);
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rl.drawText(
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"(c) Scarfy sprite by Eiden Marsal",
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screenWidth - 200,
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screenHeight - 20,
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10,
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rl.Color.gray,
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);
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//----------------------------------------------------------------------------------
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}
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}
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