diff options
Diffstat (limited to 'examples/game/raylib.tm')
| -rw-r--r-- | examples/game/raylib.tm | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/examples/game/raylib.tm b/examples/game/raylib.tm index 5e58e996..b2ba53d7 100644 --- a/examples/game/raylib.tm +++ b/examples/game/raylib.tm @@ -4,44 +4,44 @@ use <raylib.h> use <raymath.h> struct Color(r,g,b:Byte,a=Byte(255); extern) -struct Rectangle(x,y,width,height:Num32; extern): - func draw(r:Rectangle, color:Color): +struct Rectangle(x,y,width,height:Num32; extern) + func draw(r:Rectangle, color:Color) DrawRectangleRec(r, color) -struct Vector2(x,y:Num32; extern): +struct Vector2(x,y:Num32; extern) ZERO := Vector2(0, 0) - func plus(a,b:Vector2->Vector2; inline): + func plus(a,b:Vector2->Vector2; inline) return Vector2(a.x+b.x, a.y+b.y) - func minus(a,b:Vector2->Vector2; inline): + func minus(a,b:Vector2->Vector2; inline) return Vector2(a.x-b.x, a.y-b.y) - func times(a,b:Vector2->Vector2; inline): + func times(a,b:Vector2->Vector2; inline) return Vector2(a.x*b.x, a.y*b.y) - func negative(v:Vector2->Vector2; inline): + func negative(v:Vector2->Vector2; inline) return Vector2(-v.x, -v.y) - func dot(a,b:Vector2->Num32; inline): + func dot(a,b:Vector2->Num32; inline) return ((a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y)) - func cross(a,b:Vector2->Num32; inline): + func cross(a,b:Vector2->Num32; inline) return a.x*b.y - a.y*b.x - func scaled_by(v:Vector2, k:Num32->Vector2; inline): + func scaled_by(v:Vector2, k:Num32->Vector2; inline) return Vector2(v.x*k, v.y*k) - func divided_by(v:Vector2, divisor:Num32->Vector2; inline): + func divided_by(v:Vector2, divisor:Num32->Vector2; inline) return Vector2(v.x/divisor, v.y/divisor) - func length(v:Vector2->Num32; inline): + func length(v:Vector2->Num32; inline) return (v.x*v.x + v.y*v.y).sqrt() - func dist(a,b:Vector2->Num32; inline): + func dist(a,b:Vector2->Num32; inline) return a.minus(b).length() - func angle(v:Vector2->Num32; inline): + func angle(v:Vector2->Num32; inline) return Num32.atan2(v.y, v.x) - func norm(v:Vector2->Vector2; inline): - if v.x == 0 and v.y == 0: + func norm(v:Vector2->Vector2; inline) + if v.x == 0 and v.y == 0 return v len := v.length() return Vector2(v.x/len, v.y/len) - func rotated(v:Vector2, radians:Num32 -> Vector2): + func rotated(v:Vector2, radians:Num32 -> Vector2) cos := radians.cos() or return v sin := radians.sin() or return v return Vector2(cos*v.x - sin*v.y, sin*v.x + cos*v.y) - func mix(a,b:Vector2, amount:Num32 -> Vector2): + func mix(a,b:Vector2, amount:Num32 -> Vector2) return Vector2( amount.mix(a.x, b.x), amount.mix(a.y, b.y), |
