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authorraysan5 <raysan5@gmail.com>2016-05-20 10:53:31 +0200
committerraysan5 <raysan5@gmail.com>2016-05-20 10:53:31 +0200
commitc9e30f77540e9693ddecffc353964eb71e854842 (patch)
treef7e7a72c16c8e0ff4355112a8e28c4e5785c07f1 /examples/physics_forces.c
parent03cc031d00ab97ab46b61b66a6281a175c33541f (diff)
downloadraylib-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.c14
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 });
//--------------------------------------------------------------------------------------