refactor: constant logo height instead of using scale
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20
c/main.c
20
c/main.c
@@ -4,7 +4,7 @@
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#define LOGO_SCALE 0.04f
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#define LOGO_HEIGHT 64
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#define LOGO_SPEED 300
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int main()
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@@ -13,13 +13,13 @@ int main()
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SetTargetFPS(60);
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SetRandomSeed(time(NULL));
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Texture2D logo_texture = LoadTexture("./c_logo.png");
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Image logo_image = LoadImage("./c_logo.png");
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ImageResize(&logo_image, logo_image.width * LOGO_HEIGHT / logo_image.height, LOGO_HEIGHT);
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Texture2D logo_texture = LoadTextureFromImage(logo_image);
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UnloadImage(logo_image);
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float logo_width = logo_texture.width * LOGO_SCALE;
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float logo_height = logo_texture.height * LOGO_SCALE;
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float x = GetRandomValue(0, WINDOW_WIDTH - logo_width);
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float y = GetRandomValue(0, WINDOW_HEIGHT - logo_height);
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float x = GetRandomValue(0, WINDOW_WIDTH - logo_texture.width);
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float y = GetRandomValue(0, WINDOW_HEIGHT - logo_texture.height);
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float dx = LOGO_SPEED * (GetRandomValue(0, 1) ? -1 : 1);
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float dy = LOGO_SPEED * (GetRandomValue(0, 1) ? -1 : 1);
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@@ -31,12 +31,12 @@ int main()
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x += dx * delta_time;
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y += dy * delta_time;
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if (x < 0 || (x + logo_width) >= WINDOW_WIDTH - 1)
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if (x < 0 || (x + logo_texture.width) >= WINDOW_WIDTH - 1)
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{
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dx *= -1;
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x += dx * delta_time;
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}
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if (y < 0 || (y + logo_height) >= WINDOW_HEIGHT - 1)
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if (y < 0 || (y + logo_texture.height) >= WINDOW_HEIGHT - 1)
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{
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dy *= -1;
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y += dy * delta_time;
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@@ -45,7 +45,7 @@ int main()
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BeginDrawing();
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ClearBackground(BLACK);
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DrawTextureEx(logo_texture, (Vector2){x, y}, 0, LOGO_SCALE, WHITE);
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DrawTextureV(logo_texture, (Vector2){x, y}, WHITE);
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EndDrawing();
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}
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