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| author | raysan5 <raysan5@gmail.com> | 2016-05-20 10:53:31 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-20 10:53:31 +0200 |
| commit | c9e30f77540e9693ddecffc353964eb71e854842 (patch) | |
| tree | f7e7a72c16c8e0ff4355112a8e28c4e5785c07f1 /examples/physics_forces.c | |
| parent | 03cc031d00ab97ab46b61b66a6281a175c33541f (diff) | |
| download | raylib-c9e30f77540e9693ddecffc353964eb71e854842.tar.gz raylib-c9e30f77540e9693ddecffc353964eb71e854842.zip | |
Review struct typedef to avoid pointers for users
Diffstat (limited to 'examples/physics_forces.c')
| -rw-r--r-- | examples/physics_forces.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/examples/physics_forces.c b/examples/physics_forces.c index 74b40d57..f4eefa05 100644 --- a/examples/physics_forces.c +++ b/examples/physics_forces.c @@ -17,7 +17,7 @@ #define LINE_LENGTH 75 #define TRIANGLE_LENGTH 12 -void DrawRigidbodyCircle(PhysicObject *obj, Color color); +void DrawRigidbodyCircle(PhysicObject obj, Color color); int main() { @@ -36,7 +36,7 @@ int main() bool isDebug = false; // Create rectangle physic objects - PhysicObject *rectangles[3]; + PhysicObject rectangles[3]; for (int i = 0; i < 3; i++) { rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 }); @@ -46,7 +46,7 @@ int main() // Create circles physic objects // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle. - PhysicObject *circles[3]; + PhysicObject circles[3]; for (int i = 0; i < 3; i++) { circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 }); @@ -57,10 +57,10 @@ int main() } // Create walls physic objects - PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); - PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); - PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); - PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); + PhysicObject leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); + PhysicObject bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); //-------------------------------------------------------------------------------------- |
