Review variables initialization
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@ -40,7 +40,7 @@ int main(void)
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YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
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// Creates ome circles for visual effect
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CircleWave circles[MAX_CIRCLES];
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CircleWave circles[MAX_CIRCLES] = { 0 };
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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@ -46,7 +46,6 @@ int main(void)
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ClearBackground(RAYWHITE);
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DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
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DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
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EndDrawing();
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@ -23,8 +23,8 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
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Rectangle player = { 400, 280, 40, 40 };
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Rectangle buildings[MAX_BUILDINGS];
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Color buildColors[MAX_BUILDINGS];
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Rectangle buildings[MAX_BUILDINGS] = { 0 };
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Color buildColors[MAX_BUILDINGS] = { 0 };
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int spacing = 0;
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@ -41,7 +41,6 @@ int main(void)
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}
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Camera2D camera = { 0 };
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camera.target = (Vector2){ player.x + 20, player.y + 20 };
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camera.offset = (Vector2){ 0, 0 };
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camera.rotation = 0.0f;
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@ -31,9 +31,9 @@ int main(void)
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camera.type = CAMERA_PERSPECTIVE;
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// Generates some random columns
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float heights[MAX_COLUMNS];
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Vector3 positions[MAX_COLUMNS];
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Color colors[MAX_COLUMNS];
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float heights[MAX_COLUMNS] = { 0.0f };
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Vector3 positions[MAX_COLUMNS] = { 0 };
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Color colors[MAX_COLUMNS] = { 0 };
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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@ -21,7 +21,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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// Define the camera to look into our 3d world
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Camera3D camera;
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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@ -19,7 +19,7 @@
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// Custom logging funtion
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void LogCustom(int msgType, const char *text, va_list args)
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{
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char timeStr[64];
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char timeStr[64] = { 0 };
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time_t now = time(NULL);
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struct tm *tm_info = localtime(&now);
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@ -60,7 +60,7 @@ int main(void)
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SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
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// Define the camera to look into our 3d world
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Camera camera;
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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@ -29,8 +29,7 @@ int main(void)
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camera.type = CAMERA_PERSPECTIVE;
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector2 cubeScreenPosition;
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Vector2 cubeScreenPosition = { 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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@ -27,7 +27,7 @@ int main(void)
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Texture2D texture = LoadTextureFromImage(checked);
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UnloadImage(checked);
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Model models[NUM_MODELS];
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Model models[NUM_MODELS] = { 0 };
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models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
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models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
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@ -94,7 +94,7 @@ int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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static unsigned char key;
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static unsigned char key = 0;
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InitAudioDevice();
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@ -131,7 +131,7 @@ int main(void)
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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Camera camera;
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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@ -61,8 +61,8 @@ int main(void)
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SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
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bodyB->staticFriction = 1;
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bodyB->dynamicFriction = 1;
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bodyB->staticFriction = 1.0f;
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bodyB->dynamicFriction = 1.0f;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -81,7 +81,7 @@ int main(void)
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// Load all postpro shaders
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// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
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// NOTE 2: We load the correct shader depending on GLSL version
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Shader shaders[MAX_POSTPRO_SHADERS];
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Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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@ -45,7 +45,7 @@ int main(void)
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int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER
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Vector2 mousePoint;
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Vector2 mousePoint = { 0.0f, 0.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -33,7 +33,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
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Rectangle recs[MAX_RECS_X*MAX_RECS_Y];
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Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
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for (int y = 0; y < MAX_RECS_Y; y++)
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{
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@ -57,7 +57,7 @@ int main(void)
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SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
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Vector2 fontPosition = { 40, screenHeight/2 - 50 };
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Vector2 textSize = { 0.0f };
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Vector2 textSize = { 0.0f, 0.0f };
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float fontSize = 16.0f;
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int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
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@ -26,7 +26,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Font fonts[MAX_FONTS];
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Font fonts[MAX_FONTS] = { 0 };
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fonts[0] = LoadFont("resources/fonts/alagard.png");
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fonts[1] = LoadFont("resources/fonts/pixelplay.png");
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@ -48,7 +48,7 @@ int main(void)
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const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
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Vector2 positions[MAX_FONTS];
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Vector2 positions[MAX_FONTS] = { 0 };
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for (int i = 0; i < MAX_FONTS; i++)
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{
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@ -22,7 +22,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
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char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
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const char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
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a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
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tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
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@ -38,7 +38,7 @@ int main(void)
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const int maxWidth = screenWidth - 50;
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const int maxHeight = screenHeight - 160;
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Vector2 lastMouse = { 0, 0 }; // Stores last mouse coordinates
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Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
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Color borderColor = MAROON; // Container border color
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Font font = GetFontDefault(); // Get default system font
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@ -29,16 +29,14 @@ int main(void)
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Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
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Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
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Vector2 fontPosition1, fontPosition2, fontPosition3;
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Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2,
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screenHeight/2 - font1.baseSize/2 - 80 };
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fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2;
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fontPosition1.y = screenHeight/2 - font1.baseSize/2 - 80;
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Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2,
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screenHeight/2 - font2.baseSize/2 - 10 };
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fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2;
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fontPosition2.y = screenHeight/2 - font2.baseSize/2 - 10;
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fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
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fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
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Vector2 fontPosition3 = { screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2,
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screenHeight/2 - font3.baseSize/2 + 50 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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float fontSize = font.baseSize;
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Vector2 fontPosition = { 40, screenHeight/2 - 80 };
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Vector2 textSize;
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Vector2 textSize = { 0.0f, 0.0f };
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// Setup texture scaling filter
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SetTextureFilter(font.texture, FILTER_POINT);
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@ -26,9 +26,9 @@ int main(void)
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Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
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Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
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float scrollingBack = 0;
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float scrollingMid = 0;
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float scrollingFore = 0;
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float scrollingBack = 0.0f;
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float scrollingMid = 0.0f;
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float scrollingFore = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -30,7 +30,8 @@ int main(void)
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Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
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Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
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Texture2D textures[NUM_TEXTURES];
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Texture2D textures[NUM_TEXTURES] = { 0 };
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textures[0] = LoadTextureFromImage(verticalGradient);
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textures[1] = LoadTextureFromImage(horizontalGradient);
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textures[2] = LoadTextureFromImage(radialGradient);
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@ -57,7 +57,7 @@ int main(void)
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int currentProcess = NONE;
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bool textureReload = false;
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Rectangle selectRecs[NUM_PROCESSES];
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Rectangle selectRecs[NUM_PROCESSES] = { 0 };
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for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
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@ -33,7 +33,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
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// Particles pool, reuse them!
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Particle mouseTail[MAX_PARTICLES];
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Particle mouseTail[MAX_PARTICLES] = { 0 };
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// Initialize particles
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for (int i = 0; i < MAX_PARTICLES; i++)
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@ -31,7 +31,7 @@ int main(void)
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Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code (1024x1024 pixels)
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// Generate a checked texture by code
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int width = 960;
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int height = 480;
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@ -38,7 +38,7 @@ int main(void)
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int currentLine = 0;
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Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
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Vector2 position = { 0, 0 };
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Vector2 position = { 0.0f, 0.0f };
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bool active = false;
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int framesCounter = 0;
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