@@ -43,7 +43,7 @@ int main(void)
4343
4444 raylib::Color colors[10 ] = { 0 };
4545 for (int i = 0 ; i < 10 ; i++) {
46- colors[i] = raylib::Color ((unsigned int )GetRandomValue (100 , 250 ), (unsigned int )GetRandomValue (50 , 150 ), (unsigned int )GetRandomValue (10 , 100 ), 255 );
46+ colors[i] = raylib::Color ((unsigned char )GetRandomValue (100 , 250 ), (unsigned char )GetRandomValue (50 , 150 ), (unsigned char )GetRandomValue (10 , 100 ), 255 );
4747 }
4848
4949 window.SetTargetFPS (60 ); // Set our game to run at 60 frames-per-second
@@ -60,7 +60,7 @@ int main(void)
6060 if (IsKeyPressed (KEY_SPACE))
6161 {
6262 // Recalculate random colors for the bars
63- for (int i = 0 ; i < 10 ; i++) colors[i] = (Color){ (unsigned int )GetRandomValue (100 , 250 ), (unsigned int )GetRandomValue (50 , 150 ), (unsigned int )GetRandomValue (10 , 100 ), 255 };
63+ for (int i = 0 ; i < 10 ; i++) colors[i] = (Color){ (unsigned char )GetRandomValue (100 , 250 ), (unsigned char )GetRandomValue (50 , 150 ), (unsigned char )GetRandomValue (10 , 100 ), 255 };
6464 }
6565
6666 // Update virtual mouse (clamped mouse value behind game screen)
@@ -69,7 +69,7 @@ int main(void)
6969 (mouse.x - (GetScreenWidth () - (gameScreenWidth*scale))*0 .5f )/scale,
7070 (mouse.y - (GetScreenHeight () - (gameScreenHeight*scale))*0 .5f )/scale
7171 );
72- virtualMouse = virtualMouse.Clamp (( Vector2){ 0 , 0 }, ( Vector2){ ( float ) gameScreenWidth, ( float ) gameScreenHeight } );
72+ virtualMouse = virtualMouse.Clamp (raylib:: Vector2::Zero (), raylib:: Vector2( gameScreenWidth, gameScreenHeight) );
7373
7474 // Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
7575 // SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
@@ -93,9 +93,13 @@ int main(void)
9393 ClearBackground (BLACK); // Clear screen background
9494
9595 // Draw render texture to screen, properly scaled
96- target.GetTexture ().Draw ((Rectangle){ 0 .0f , 0 .0f , (float )target.texture .width , (float )-target.texture .height },
97- (Rectangle){ (GetScreenWidth () - ((float )gameScreenWidth*scale))*0 .5f , (GetScreenHeight () - ((float )gameScreenHeight*scale))*0 .5f ,
98- (float )gameScreenWidth*scale, (float )gameScreenHeight*scale }, (Vector2){ 0 , 0 }, 0 .0f , WHITE);
96+ target.GetTexture ().Draw (raylib::Rectangle (0 .0f , 0 .0f , target.texture .width , -target.texture .height ),
97+ raylib::Rectangle (
98+ (GetScreenWidth () - (gameScreenWidth*scale))*0 .5f ,
99+ (GetScreenHeight () - (gameScreenHeight*scale))*0 .5f ,
100+ gameScreenWidth*scale, gameScreenHeight*scale
101+ ),
102+ raylib::Vector2::Zero (), 0 .0f , WHITE);
99103 EndDrawing ();
100104 // --------------------------------------------------------------------------------------
101105 }
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