Use rl.new instead of ffi.new in examples.
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@ -36,8 +36,6 @@ applications, and to alter it and redistribute it freely, subject to the followi
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3. This notice may not be removed or altered from any source distribution.
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]]
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local ffi = require "ffi"
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local windowWidth = 512
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local windowHeight = 512
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local gameScreenWidth = 32
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@ -59,20 +57,20 @@ while not rl.WindowShouldClose() do
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rl.BeginTextureMode(target)
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rl.ClearBackground(rl.WHITE)
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rl.DrawTextEx(rl.GetFontDefault(), "Hello", ffi.new("Vector2", 4, 0), rl.GetFontDefault().baseSize, 1, ffi.new("Color", 0, 64, 255, 255))
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rl.DrawTextEx(rl.GetFontDefault(), "it's", ffi.new("Vector2", 8, 10), rl.GetFontDefault().baseSize, 1, ffi.new("Color", 0, 64, 255, 255))
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rl.DrawTextEx(rl.GetFontDefault(), "raylua", ffi.new("Vector2", 0, 20), rl.GetFontDefault().baseSize, 1, ffi.new("Color", 0, 64, 255, 255))
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rl.DrawTextEx(rl.GetFontDefault(), "Hello", rl.new("Vector2", 4, 0), rl.GetFontDefault().baseSize, 1, rl.new("Color", 0, 64, 255, 255))
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rl.DrawTextEx(rl.GetFontDefault(), "it's", rl.new("Vector2", 8, 10), rl.GetFontDefault().baseSize, 1, rl.new("Color", 0, 64, 255, 255))
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rl.DrawTextEx(rl.GetFontDefault(), "raylua", rl.new("Vector2", 0, 20), rl.GetFontDefault().baseSize, 1, rl.new("Color", 0, 64, 255, 255))
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rl.EndTextureMode()
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rl.DrawTexturePro(
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target.texture,
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ffi.new("Rectangle", 0, 0, target.texture.width, -target.texture.height),
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ffi.new("Rectangle",
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rl.new("Rectangle", 0, 0, target.texture.width, -target.texture.height),
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rl.new("Rectangle",
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(rl.GetScreenWidth() - gameScreenWidth * scale) * 0.5,
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(rl.GetScreenHeight() - gameScreenHeight * scale) * 0.5,
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gameScreenWidth * scale, gameScreenHeight * scale
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), ffi.new("Vector2", 0, 0), 0, rl.WHITE
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), rl.new("Vector2", 0, 0), 0, rl.WHITE
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)
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for x=0,rl.GetScreenWidth(),16 do
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@ -1,5 +1,3 @@
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local ffi = require "ffi"
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local screenWidth = 800
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local screenHeight = 450
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@ -1,5 +1,4 @@
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local ffi = require "ffi"
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local lua_color = ffi.new("Color", 3, 3, 128, 255)
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local lua_color = rl.new("Color", 3, 3, 128, 255)
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local width, height = 800, 450
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@ -1,5 +1,3 @@
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local ffi = require "ffi"
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local screenWidth = 800
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local screenHeight = 450
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@ -21,10 +19,10 @@ local rightSideRecHeight = 16
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local state = 0
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local alpha = 1.0
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local lua_color = ffi.new("Color", 3, 3, 128, 255)
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local lua_color = rl.new("Color", 3, 3, 128, 255)
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local function Fade(color, alpha)
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return ffi.new("Color",
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return rl.new("Color",
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color.r * alpha,
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color.g * alpha,
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color.b * alpha,
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@ -8,9 +8,6 @@
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-- Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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--
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--------------------------------------------------------------------------------------------
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local ffi = require "ffi"
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local bit = require "bit"
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local MAX_BUNNIES = 100000 -- 100K bunnies limit
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-- This is the maximum amount of elements (quads) per batch
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@ -44,10 +41,10 @@ function Bunny:update(texture)
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end
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-- Initialization
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----------------------------------------------------------------------------------------
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local screenWidth = 800
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local screenHeight = 450
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----------------------------------------------------------------------------------------
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local screenWidth = 800
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local screenHeight = 450
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rl.SetConfigFlags(rl.FLAG_VSYNC_HINT)
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rl.InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark")
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@ -65,9 +62,8 @@ while not rl.WindowShouldClose() do -- Detect window close button or ESC key
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-- Create more bunnies
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for i = 1, 100 do
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if #bunnies < MAX_BUNNIES then
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local speed = ffi.new("Vector2", rl.GetRandomValue(-250, 250) / 60, rl.GetRandomValue(-250, 250) / 60)
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local color = ffi.new("Color", rl.GetRandomValue(50, 240), rl.GetRandomValue(80, 240), rl.GetRandomValue(100, 240), 255)
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--bunnies[#bunnies] = Bunny:new(nil, GetMousePosition(), speed, color)
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local speed = rl.new("Vector2", rl.GetRandomValue(-250, 250) / 60, rl.GetRandomValue(-250, 250) / 60)
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local color = rl.new("Color", rl.GetRandomValue(50, 240), rl.GetRandomValue(80, 240), rl.GetRandomValue(100, 240), 255)
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table.insert(bunnies, Bunny:new(rl.GetMousePosition(), speed, color))
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end
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end
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