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Remove trail spaces
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examples/audio/audio_module_playing.c

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -87,7 +87,7 @@ int main(void)
8787

8888
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
8989
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
90-
90+
9191
SetMusicPitch(music, pitch);
9292

9393
// Get timePlayed scaled to bar dimensions

examples/audio/audio_multichannel_sound.c

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -26,7 +26,7 @@ int main(void)
2626

2727
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
2828
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
29-
29+
3030
SetSoundVolume(fxWav, 0.2f);
3131

3232
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -46,7 +46,7 @@ int main(void)
4646
BeginDrawing();
4747

4848
ClearBackground(RAYWHITE);
49-
49+
5050
DrawText("MULTICHANNEL SOUND PLAYING", 20, 20, 20, GRAY);
5151
DrawText("Press SPACE to play new ogg instance!", 200, 120, 20, LIGHTGRAY);
5252
DrawText("Press ENTER to play new wav instance!", 200, 180, 20, LIGHTGRAY);

examples/core/core_2d_camera.c

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -54,7 +54,7 @@ int main(void)
5454
{
5555
// Update
5656
//----------------------------------------------------------------------------------
57-
57+
5858
// Player movement
5959
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
6060
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;

examples/core/core_2d_camera_platformer.c

Lines changed: 37 additions & 37 deletions
Original file line numberDiff line numberDiff line change
@@ -46,7 +46,7 @@ int main(void)
4646
//--------------------------------------------------------------------------------------
4747
const int screenWidth = 800;
4848
const int screenHeight = 450;
49-
49+
5050
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
5151

5252
Player player = { 0 };
@@ -60,7 +60,7 @@ int main(void)
6060
{{ 250, 300, 100, 10 }, 1, GRAY },
6161
{{ 650, 300, 100, 10 }, 1, GRAY }
6262
};
63-
63+
6464
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
6565

6666
Camera2D camera = { 0 };
@@ -77,36 +77,36 @@ int main(void)
7777
UpdateCameraEvenOutOnLanding,
7878
UpdateCameraPlayerBoundsPush
7979
};
80-
80+
8181
int cameraOption = 0;
8282
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
83-
83+
8484
char *cameraDescriptions[] = {
8585
"Follow player center",
8686
"Follow player center, but clamp to map edges",
8787
"Follow player center; smoothed",
8888
"Follow player center horizontally; updateplayer center vertically after landing",
8989
"Player push camera on getting too close to screen edge"
9090
};
91-
91+
9292
SetTargetFPS(60);
9393
//--------------------------------------------------------------------------------------
9494

9595
// Main game loop
96-
while (!WindowShouldClose())
96+
while (!WindowShouldClose())
9797
{
9898
// Update
9999
//----------------------------------------------------------------------------------
100100
float deltaTime = GetFrameTime();
101-
101+
102102
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
103103

104104
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
105-
105+
106106
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
107107
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
108-
109-
if (IsKeyPressed(KEY_R))
108+
109+
if (IsKeyPressed(KEY_R))
110110
{
111111
camera.zoom = 1.0f;
112112
player.position = (Vector2){ 400, 280 };
@@ -125,12 +125,12 @@ int main(void)
125125
ClearBackground(LIGHTGRAY);
126126

127127
BeginMode2D(camera);
128-
128+
129129
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
130130

131131
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
132132
DrawRectangleRec(playerRect, RED);
133-
133+
134134
EndMode2D();
135135

136136
DrawText("Controls:", 20, 20, 10, BLACK);
@@ -140,7 +140,7 @@ int main(void)
140140
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
141141
DrawText("Current camera mode:", 20, 120, 10, BLACK);
142142
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
143-
143+
144144
EndDrawing();
145145
//----------------------------------------------------------------------------------
146146
}
@@ -157,35 +157,35 @@ void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float d
157157
{
158158
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
159159
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
160-
if (IsKeyDown(KEY_SPACE) && player->canJump)
160+
if (IsKeyDown(KEY_SPACE) && player->canJump)
161161
{
162162
player->speed = -PLAYER_JUMP_SPD;
163163
player->canJump = false;
164164
}
165165

166166
int hitObstacle = 0;
167-
for (int i = 0; i < envItemsLength; i++)
167+
for (int i = 0; i < envItemsLength; i++)
168168
{
169169
EnvItem *ei = envItems + i;
170170
Vector2 *p = &(player->position);
171171
if (ei->blocking &&
172-
ei->rect.x <= p->x &&
172+
ei->rect.x <= p->x &&
173173
ei->rect.x + ei->rect.width >= p->x &&
174174
ei->rect.y >= p->y &&
175-
ei->rect.y < p->y + player->speed*delta)
175+
ei->rect.y < p->y + player->speed*delta)
176176
{
177177
hitObstacle = 1;
178178
player->speed = 0.0f;
179179
p->y = ei->rect.y;
180180
}
181181
}
182-
183-
if (!hitObstacle)
182+
183+
if (!hitObstacle)
184184
{
185185
player->position.y += player->speed*delta;
186186
player->speed += G*delta;
187187
player->canJump = false;
188-
}
188+
}
189189
else player->canJump = true;
190190
}
191191

@@ -200,7 +200,7 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
200200
camera->target = player->position;
201201
camera->offset = (Vector2){ width/2.0f, height/2.0f };
202202
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
203-
203+
204204
for (int i = 0; i < envItemsLength; i++)
205205
{
206206
EnvItem *ei = envItems + i;
@@ -209,10 +209,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
209209
minY = fminf(ei->rect.y, minY);
210210
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
211211
}
212-
212+
213213
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
214214
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
215-
215+
216216
if (max.x < width) camera->offset.x = width - (max.x - width/2);
217217
if (max.y < height) camera->offset.y = height - (max.y - height/2);
218218
if (min.x > 0) camera->offset.x = width/2 - min.x;
@@ -224,11 +224,11 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e
224224
static float minSpeed = 30;
225225
static float minEffectLength = 10;
226226
static float fractionSpeed = 0.8f;
227-
227+
228228
camera->offset = (Vector2){ width/2.0f, height/2.0f };
229229
Vector2 diff = Vector2Subtract(player->position, camera->target);
230230
float length = Vector2Length(diff);
231-
231+
232232
if (length > minEffectLength)
233233
{
234234
float speed = fmaxf(fractionSpeed*length, minSpeed);
@@ -241,34 +241,34 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
241241
static float evenOutSpeed = 700;
242242
static int eveningOut = false;
243243
static float evenOutTarget;
244-
244+
245245
camera->offset = (Vector2){ width/2.0f, height/2.0f };
246246
camera->target.x = player->position.x;
247-
247+
248248
if (eveningOut)
249249
{
250-
if (evenOutTarget > camera->target.y)
250+
if (evenOutTarget > camera->target.y)
251251
{
252252
camera->target.y += evenOutSpeed*delta;
253-
254-
if (camera->target.y > evenOutTarget)
253+
254+
if (camera->target.y > evenOutTarget)
255255
{
256256
camera->target.y = evenOutTarget;
257257
eveningOut = 0;
258258
}
259-
}
260-
else
259+
}
260+
else
261261
{
262262
camera->target.y -= evenOutSpeed*delta;
263-
264-
if (camera->target.y < evenOutTarget)
263+
264+
if (camera->target.y < evenOutTarget)
265265
{
266266
camera->target.y = evenOutTarget;
267267
eveningOut = 0;
268268
}
269269
}
270-
}
271-
else
270+
}
271+
else
272272
{
273273
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
274274
{
@@ -278,7 +278,7 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
278278
}
279279
}
280280

281-
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
281+
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
282282
{
283283
static Vector2 bbox = { 0.2f, 0.2f };
284284

examples/core/core_basic_window_web.c

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -46,7 +46,7 @@ int main()
4646
#else
4747
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
4848
//--------------------------------------------------------------------------------------
49-
49+
5050
// Main game loop
5151
while (!WindowShouldClose()) // Detect window close button or ESC key
5252
{

examples/core/core_quat_conversion.c

Lines changed: 18 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -26,25 +26,25 @@ int main(void)
2626
const int screenHeight = 450;
2727

2828
InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
29-
29+
3030
Camera3D camera = { 0 };
3131
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
3232
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
3333
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
3434
camera.fovy = 45.0f; // Camera field-of-view Y
3535
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
3636

37-
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
37+
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
3838
Model model = LoadModelFromMesh(mesh);
39-
39+
4040
// Some required variables
4141
Quaternion q1 = { 0 };
4242
Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
4343
Vector3 v1 = { 0 }, v2 = { 0 };
4444

4545
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
4646
//--------------------------------------------------------------------------------------
47-
47+
4848
// Main game loop
4949
while (!WindowShouldClose()) // Detect window close button or ESC key
5050
{
@@ -60,28 +60,28 @@ int main(void)
6060
if (v1.x > PI*2) v1.x -= PI*2;
6161
if (v1.y > PI*2) v1.y -= PI*2;
6262
if (v1.z > PI*2) v1.z -= PI*2;
63-
63+
6464
q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
6565
m1 = MatrixRotateZYX(v1);
6666
m2 = QuaternionToMatrix(q1);
6767

6868
q1 = QuaternionFromMatrix(m1);
6969
m3 = QuaternionToMatrix(q1);
70-
71-
v2 = QuaternionToEuler(q1);
72-
v2.x *= DEG2RAD;
73-
v2.y *= DEG2RAD;
74-
v2.z *= DEG2RAD;
75-
70+
71+
v2 = QuaternionToEuler(q1);
72+
v2.x *= DEG2RAD;
73+
v2.y *= DEG2RAD;
74+
v2.z *= DEG2RAD;
75+
7676
m4 = MatrixRotateZYX(v2);
7777
//--------------------------------------------------------------------------------------
78-
78+
7979
// Draw
8080
//----------------------------------------------------------------------------------
8181
BeginDrawing();
8282

8383
ClearBackground(RAYWHITE);
84-
84+
8585
BeginMode3D(camera);
8686

8787
model.transform = m1;
@@ -94,19 +94,19 @@ int main(void)
9494
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
9595

9696
DrawGrid(10, 1.0f);
97-
97+
9898
EndMode3D();
99-
99+
100100
if (v2.x < 0) v2.x += PI*2;
101101
if (v2.y < 0) v2.y += PI*2;
102102
if (v2.z < 0) v2.z += PI*2;
103-
103+
104104
Color cx,cy,cz;
105105
cx = cy = cz = BLACK;
106106
if (v1.x == v2.x) cx = GREEN;
107107
if (v1.y == v2.y) cy = GREEN;
108108
if (v1.z == v2.z) cz = GREEN;
109-
109+
110110
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
111111
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
112112
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
@@ -122,7 +122,7 @@ int main(void)
122122
// De-Initialization
123123
//--------------------------------------------------------------------------------------
124124
UnloadModel(model); // Unload model data (mesh and materials)
125-
125+
126126
CloseWindow(); // Close window and OpenGL context
127127
//--------------------------------------------------------------------------------------
128128

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