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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, 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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*
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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, (float)screenHeight/3.0f };
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Vector2 frameCircle = { 0, (float)screenHeight*(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 circleRadius = 32.0f;
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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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// 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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if (currentFps < 0) currentFps = 0;
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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
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// 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 += 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 (deltaCircle.x > screenWidth) deltaCircle.x = 0;
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if (frameCircle.x > screenWidth) frameCircle.x = 0;
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// Reset both circles positions
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if (IsKeyPressed(KEY_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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//----------------------------------------------------------------------------------
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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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// Draw the help text
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// Determine what help text to show depending on the current FPS target
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const char *fpsText = 0;
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if (currentFps <= 0) fpsText = TextFormat("FPS: unlimited (%i)", GetFPS());
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else fpsText = TextFormat("FPS: %i (target: %i)", GetFPS(), currentFps);
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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("FUNC: x += GetFrameTime()*speed", 10, 90, 20, RED);
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DrawText("FUNC: 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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}
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