Review easings PR
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@ -90,7 +90,7 @@
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#define EASEDEF extern
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#endif
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#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
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#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
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#ifndef PI
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#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
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@ -107,9 +107,9 @@ EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d
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EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
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// Sine Easing functions
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EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2.0f)) + c + b); }
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EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2.0f)) + b); }
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EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cos(PI*t/d) - 1.0f) + b); }
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EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); }
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EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
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EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); }
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// Circular Easing functions
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EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(1.0f - t*t) - 1.0f) + b); }
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@ -221,7 +221,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
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float s = p/4.0f;
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float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
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return (-(postFix*sin((t*d-s)*(2.0f*PI)/p )) + b);
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return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
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}
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EASEDEF float EaseElasticOut(float t, float b, float c, float d)
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@ -233,7 +233,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
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float a = c;
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float s = p/4.0f;
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return (a*pow(2.0f,-10.0f*t)*sin((t*d-s)*(2.0f*PI)/p) + c + b);
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return (a*pow(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
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}
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EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
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@ -248,12 +248,12 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
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if (t < 1.0f)
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{
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float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
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return -0.5f*(postFix*sin((t*d-s)*(2.0f*PI)/p)) + b;
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return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
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}
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float postFix = a*pow(2.0f, -10.0f*(t-=1.0f));
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return (postFix*sin((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
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return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
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}
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#ifdef __cplusplus
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@ -1,57 +1,30 @@
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/*******************************************************************************************
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*
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* raylib [easings] example
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* raylib [easings] example - Easings Testbed
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019 Juan Miguel López
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* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <raylib.h>
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#include "easings.h"
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#define FONT_SIZE 20
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// Application constants
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#define SCR_WIDTH 800
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#define SCR_HEIGHT 450
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#define BALL_RADIUS 16.0f
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#define BALL_COLOR MAROON
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#define PAD 80.0f
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#define START_X (0.0f + (BALL_RADIUS) + (PAD))
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#define END_X ((SCR_WIDTH) - ((BALL_RADIUS) + (PAD)))
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#define START_Y (0.0f + (BALL_RADIUS) + (PAD))
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#define END_Y ((SCR_HEIGHT) - ((BALL_RADIUS) + (PAD)))
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#define T_ADVANCE 1.0f
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#define D_DFT 300.0f
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#define TARGET_FPS 60
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#define BG_COLOR RAYWHITE
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#define TEXT_COLOR LIGHTGRAY
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#define FONT_SIZE 20
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#define D_STEP 20.0f
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#define D_STEP_FINE 2.0f
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#define D_MIN 1.0f
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#define D_MAX 10000.0f
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// Application control keys
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#define KEY_NEXT_EASE_X KEY_RIGHT
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#define KEY_PREV_EASE_X KEY_LEFT
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#define KEY_NEXT_EASE_Y KEY_DOWN
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#define KEY_PREV_EASE_Y KEY_UP
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#define KEY_INCR_D_STEP KEY_W
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#define KEY_DECR_D_STEP KEY_Q
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#define KEY_INCR_D_FINE KEY_S
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#define KEY_DECR_D_FINE KEY_A
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#define KEY_PLAY_PAUSE KEY_ENTER
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#define KEY_RESTART KEY_SPACE
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#define KEY_TOGGLE_UNBOUNDED_T KEY_T
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#define D_STEP 20.0f
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#define D_STEP_FINE 2.0f
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#define D_MIN 1.0f
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#define D_MAX 10000.0f
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// Easing types
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enum EasingTypes {
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EASE_LINEAR_NONE,
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EASE_LINEAR_NONE = 0,
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EASE_LINEAR_IN,
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EASE_LINEAR_OUT,
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EASE_LINEAR_IN_OUT,
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@ -92,122 +65,35 @@ static const struct {
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const char *name;
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float (*func)(float, float, float, float);
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} Easings[] = {
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[EASE_LINEAR_NONE] = {
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.name = "EaseLinearNone",
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.func = EaseLinearNone,
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},
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[EASE_LINEAR_IN] = {
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.name = "EaseLinearIn",
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.func = EaseLinearIn,
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},
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[EASE_LINEAR_OUT] = {
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.name = "EaseLinearOut",
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.func = EaseLinearOut,
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},
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[EASE_LINEAR_IN_OUT] = {
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.name = "EaseLinearInOut",
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.func = EaseLinearInOut,
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},
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[EASE_SINE_IN] = {
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.name = "EaseSineIn",
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.func = EaseSineIn,
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},
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[EASE_SINE_OUT] = {
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.name = "EaseSineOut",
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.func = EaseSineOut,
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},
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[EASE_SINE_IN_OUT] = {
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.name = "EaseSineInOut",
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.func = EaseSineInOut,
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},
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[EASE_CIRC_IN] = {
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.name = "EaseCircIn",
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.func = EaseCircIn,
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},
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[EASE_CIRC_OUT] = {
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.name = "EaseCircOut",
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.func = EaseCircOut,
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},
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[EASE_CIRC_IN_OUT] = {
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.name = "EaseCircInOut",
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.func = EaseCircInOut,
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},
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[EASE_CUBIC_IN] = {
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.name = "EaseCubicIn",
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.func = EaseCubicIn,
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},
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[EASE_CUBIC_OUT] = {
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.name = "EaseCubicOut",
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.func = EaseCubicOut,
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},
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[EASE_CUBIC_IN_OUT] = {
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.name = "EaseCubicInOut",
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.func = EaseCubicInOut,
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},
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[EASE_QUAD_IN] = {
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.name = "EaseQuadIn",
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.func = EaseQuadIn,
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},
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[EASE_QUAD_OUT] = {
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.name = "EaseQuadOut",
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.func = EaseQuadOut,
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},
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[EASE_QUAD_IN_OUT] = {
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.name = "EaseQuadInOut",
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.func = EaseQuadInOut,
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},
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[EASE_EXPO_IN] = {
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.name = "EaseExpoIn",
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.func = EaseExpoIn,
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},
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[EASE_EXPO_OUT] = {
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.name = "EaseExpoOut",
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.func = EaseExpoOut,
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},
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[EASE_EXPO_IN_OUT] = {
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.name = "EaseExpoInOut",
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.func = EaseExpoInOut,
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},
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[EASE_BACK_IN] = {
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.name = "EaseBackIn",
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.func = EaseBackIn,
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},
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[EASE_BACK_OUT] = {
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.name = "EaseBackOut",
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.func = EaseBackOut,
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},
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[EASE_BACK_IN_OUT] = {
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.name = "EaseBackInOut",
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.func = EaseBackInOut,
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},
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[EASE_BOUNCE_OUT] = {
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.name = "EaseBounceOut",
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.func = EaseBounceOut,
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},
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[EASE_BOUNCE_IN] = {
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.name = "EaseBounceIn",
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.func = EaseBounceIn,
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},
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[EASE_BOUNCE_IN_OUT] = {
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.name = "EaseBounceInOut",
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.func = EaseBounceInOut,
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},
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[EASE_ELASTIC_IN] = {
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.name = "EaseElasticIn",
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.func = EaseElasticIn,
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},
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[EASE_ELASTIC_OUT] = {
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.name = "EaseElasticOut",
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.func = EaseElasticOut,
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},
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[EASE_ELASTIC_IN_OUT] = {
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.name = "EaseElasticInOut",
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.func = EaseElasticInOut,
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},
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[EASING_NONE] = {
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.name = "None",
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.func = NoEase,
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},
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[EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone },
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[EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
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[EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
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[EASE_LINEAR_IN_OUT] = { .name = "EaseLinearInOut", .func = EaseLinearInOut },
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[EASE_SINE_IN] = { .name = "EaseSineIn", .func = EaseSineIn },
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[EASE_SINE_OUT] = { .name = "EaseSineOut", .func = EaseSineOut },
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[EASE_SINE_IN_OUT] = { .name = "EaseSineInOut", .func = EaseSineInOut },
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[EASE_CIRC_IN] = { .name = "EaseCircIn", .func = EaseCircIn },
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[EASE_CIRC_OUT] = { .name = "EaseCircOut", .func = EaseCircOut },
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[EASE_CIRC_IN_OUT] = { .name = "EaseCircInOut", .func = EaseCircInOut },
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[EASE_CUBIC_IN] = { .name = "EaseCubicIn", .func = EaseCubicIn },
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[EASE_CUBIC_OUT] = { .name = "EaseCubicOut", .func = EaseCubicOut },
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[EASE_CUBIC_IN_OUT] = { .name = "EaseCubicInOut", .func = EaseCubicInOut },
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[EASE_QUAD_IN] = { .name = "EaseQuadIn", .func = EaseQuadIn },
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[EASE_QUAD_OUT] = { .name = "EaseQuadOut", .func = EaseQuadOut },
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[EASE_QUAD_IN_OUT] = { .name = "EaseQuadInOut", .func = EaseQuadInOut },
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[EASE_EXPO_IN] = { .name = "EaseExpoIn", .func = EaseExpoIn },
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[EASE_EXPO_OUT] = { .name = "EaseExpoOut", .func = EaseExpoOut },
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[EASE_EXPO_IN_OUT] = { .name = "EaseExpoInOut", .func = EaseExpoInOut },
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[EASE_BACK_IN] = { .name = "EaseBackIn", .func = EaseBackIn },
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[EASE_BACK_OUT] = { .name = "EaseBackOut", .func = EaseBackOut },
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[EASE_BACK_IN_OUT] = { .name = "EaseBackInOut", .func = EaseBackInOut },
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[EASE_BOUNCE_OUT] = { .name = "EaseBounceOut", .func = EaseBounceOut },
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[EASE_BOUNCE_IN] = { .name = "EaseBounceIn", .func = EaseBounceIn },
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[EASE_BOUNCE_IN_OUT] = { .name = "EaseBounceInOut", .func = EaseBounceInOut },
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[EASE_ELASTIC_IN] = { .name = "EaseElasticIn", .func = EaseElasticIn },
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[EASE_ELASTIC_OUT] = { .name = "EaseElasticOut", .func = EaseElasticOut },
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[EASE_ELASTIC_IN_OUT] = { .name = "EaseElasticInOut", .func = EaseElasticInOut },
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[EASING_NONE] = { .name = "None", .func = NoEase },
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};
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@ -215,17 +101,22 @@ int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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Vector2 ballPos = { .x = START_X, .y = START_Y };
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float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
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float d = D_DFT; // Total time it should take to complete (duration)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
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Vector2 ballPosition = { 100.0f, 200.0f };
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float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
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float d = 300.0f; // Total time it should take to complete (duration)
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bool paused = true;
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bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
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bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
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enum EasingTypes easingX = EASING_NONE; // Easing selected for x axis
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enum EasingTypes easingY = EASING_NONE; // Easing selected for y axis
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int easingX = EASING_NONE; // Easing selected for x axis
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int easingY = EASING_NONE; // Easing selected for y axis
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InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example");
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SetTargetFPS(TARGET_FPS);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -233,77 +124,63 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T))
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boundedT = 1 - boundedT;
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if (IsKeyPressed(KEY_T)) boundedT = !boundedT;
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// Choose easing for the X axis
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if (IsKeyPressed(KEY_NEXT_EASE_X))
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if (IsKeyPressed(KEY_RIGHT))
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{
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++easingX;
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easingX++;
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if (easingX > EASING_NONE)
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easingX = 0;
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if (easingX > EASING_NONE) easingX = 0;
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}
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else if (IsKeyPressed(KEY_PREV_EASE_X))
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else if (IsKeyPressed(KEY_LEFT))
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{
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if (easingX == 0)
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easingX = EASING_NONE;
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else
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--easingX;
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if (easingX == 0) easingX = EASING_NONE;
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else easingX--;
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}
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// Choose easing for the Y axis
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if (IsKeyPressed(KEY_NEXT_EASE_Y))
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if (IsKeyPressed(KEY_DOWN))
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{
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++easingY;
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easingY++;
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if (easingY > EASING_NONE)
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easingY = 0;
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if (easingY > EASING_NONE) easingY = 0;
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}
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else if (IsKeyPressed(KEY_PREV_EASE_Y))
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else if (IsKeyPressed(KEY_UP))
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{
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if (easingY == 0)
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easingY = EASING_NONE;
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else
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--easingY;
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if (easingY == 0) easingY = EASING_NONE;
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else easingY--;
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}
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// Change d (duration) value
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if (IsKeyPressed(KEY_INCR_D_STEP) && d < D_MAX - D_STEP)
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d += D_STEP;
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else if (IsKeyPressed(KEY_DECR_D_STEP) && d > D_MIN + D_STEP)
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d -= D_STEP;
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if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
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else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
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if (IsKeyDown(KEY_INCR_D_FINE) && d < D_MAX - D_STEP_FINE)
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d += D_STEP_FINE;
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else if (IsKeyDown(KEY_DECR_D_FINE) && d > D_MIN + D_STEP_FINE)
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d -= D_STEP_FINE;
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if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
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else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
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// Play, pause and restart controls
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if (IsKeyPressed(KEY_RESTART) ||
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IsKeyPressed(KEY_NEXT_EASE_X) || IsKeyPressed(KEY_PREV_EASE_X) ||
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IsKeyPressed(KEY_NEXT_EASE_Y) || IsKeyPressed(KEY_PREV_EASE_Y) ||
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IsKeyPressed(KEY_INCR_D_STEP) || IsKeyPressed(KEY_DECR_D_STEP) ||
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IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T) ||
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IsKeyDown(KEY_INCR_D_FINE) || IsKeyDown(KEY_DECR_D_FINE) ||
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(IsKeyPressed(KEY_PLAY_PAUSE) && boundedT == true && t >= d))
|
||||
if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
|
||||
IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
|
||||
IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
|
||||
IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
|
||||
IsKeyDown(KEY_S) || IsKeyDown(KEY_A) ||
|
||||
(IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
|
||||
{
|
||||
t = 0.0f;
|
||||
ballPos.x = START_X;
|
||||
ballPos.y = START_Y;
|
||||
ballPosition.x = 100.0f;
|
||||
ballPosition.y = 100.0f;
|
||||
paused = true;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_PLAY_PAUSE))
|
||||
paused = 1 - paused;
|
||||
if (IsKeyPressed(KEY_ENTER)) paused = !paused;
|
||||
|
||||
// Movement computation
|
||||
if ((paused == false) &&
|
||||
((boundedT == true && t < d) || boundedT == false))
|
||||
if (!paused && ((boundedT && t < d) || !boundedT))
|
||||
{
|
||||
ballPos.x = Easings[easingX].func(t, START_X, END_X - START_X, d);
|
||||
ballPos.y = Easings[easingY].func(t, START_Y, END_Y - START_Y, d);
|
||||
t += T_ADVANCE;
|
||||
ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 100.0f, d);
|
||||
ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 100.0f, d);
|
||||
t += 1.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -311,25 +188,21 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BG_COLOR);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw information text
|
||||
int line = 0;
|
||||
|
||||
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
|
||||
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
|
||||
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d),
|
||||
0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
|
||||
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 0, FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
|
||||
|
||||
// Draw instructions text
|
||||
line = 1;
|
||||
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
|
||||
DrawText("Use D and W or A and S keys to change duration", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
|
||||
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
|
||||
DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
|
||||
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText("Use D and W or A and S keys to change duration", 0, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
|
||||
|
||||
// Draw ball
|
||||
DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR);
|
||||
DrawCircleV(ballPosition, 16.0f, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -90,7 +90,7 @@
|
||||
#define EASEDEF extern
|
||||
#endif
|
||||
|
||||
#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
|
||||
#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
|
||||
|
||||
#ifndef PI
|
||||
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
|
||||
@ -107,9 +107,9 @@ EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d
|
||||
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
|
||||
|
||||
// Sine Easing functions
|
||||
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2.0f)) + c + b); }
|
||||
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2.0f)) + b); }
|
||||
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cos(PI*t/d) - 1.0f) + b); }
|
||||
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); }
|
||||
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
|
||||
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); }
|
||||
|
||||
// Circular Easing functions
|
||||
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(1.0f - t*t) - 1.0f) + b); }
|
||||
@ -221,7 +221,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
|
||||
float s = p/4.0f;
|
||||
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
|
||||
|
||||
return (-(postFix*sin((t*d-s)*(2.0f*PI)/p )) + b);
|
||||
return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
|
||||
@ -233,7 +233,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
|
||||
float a = c;
|
||||
float s = p/4.0f;
|
||||
|
||||
return (a*pow(2.0f,-10.0f*t)*sin((t*d-s)*(2.0f*PI)/p) + c + b);
|
||||
return (a*pow(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
|
||||
@ -248,12 +248,12 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
|
||||
if (t < 1.0f)
|
||||
{
|
||||
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
|
||||
return -0.5f*(postFix*sin((t*d-s)*(2.0f*PI)/p)) + b;
|
||||
return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
|
||||
}
|
||||
|
||||
float postFix = a*pow(2.0f, -10.0f*(t-=1.0f));
|
||||
|
||||
return (postFix*sin((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
|
||||
return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
Loading…
x
Reference in New Issue
Block a user