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/******************************************************************************************* |
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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 |
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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) 2025-2025 Robin (@RobinsAviary) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time"); |
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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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// 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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SetTargetFPS(currentFps); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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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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// 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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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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// This circle can move faster or slower visually depending on the FPS |
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frameCircle.x += .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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{ |
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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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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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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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// 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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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |