/******************************************************************************************* * * raylib [core] example - delta time * * Example complexity rating: [★☆☆☆] 1/4 * * Example originally created with raylib 5.5, last time updated with raylib 5.6-dev * * Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2025 Robin (@RobinsAviary) * ********************************************************************************************/ #include "raylib.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time"); int currentFps = 60; // Store the position for the both of the circles Vector2 deltaCircle = { 0, (float)screenHeight/3.0f }; Vector2 frameCircle = { 0, (float)screenHeight*(2.0f/3.0f) }; // The speed applied to both circles const float speed = 10.0f; const float circleRadius = 32.0f; SetTargetFPS(currentFps); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Adjust the FPS target based on the mouse wheel float mouseWheel = GetMouseWheelMove(); if (mouseWheel != 0) { currentFps += (int)mouseWheel; if (currentFps < 0) currentFps = 0; SetTargetFPS(currentFps); } // 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 // 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; // This circle can move faster or slower visually depending on the FPS frameCircle.x += 0.1f*speed; // If either circle is off the screen, reset it back to the start 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; frameCircle.x = 0; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw both circles to the screen DrawCircleV(deltaCircle, circleRadius, RED); DrawCircleV(frameCircle, circleRadius, BLUE); // 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(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); // Draw the text above the circles DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, RED); DrawText("FUNC: x += speed", 10, 240, 20, BLUE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }