So I'm new to raylib and, basically, I'm trying to make a sandbox game and I am trying to make it so that when the player places a square or material when that material hits the edge of the screen it stops. Currently, my square when it falls it goes to the edge of the screen and it stops. but there's noticeable space between the screen, and the squares flicker and the squares don't stop on the same X level.
This Code is called when the user clicks on the screen. This DrawMat function is called when the user clicks and from there the square falls to the bottom of the screen.
Heres My Code
struct Mat
{
float X, Y;
float SpeedX, SpeedY;
float Force;
float Gravity;
Vector2 MousePos;
Vector2 size;
Color color;
void DrawMat() {
DrawRectangle(MousePos.x, MousePos.y, size.x, size.y, color);
MousePos.y += 9.81f;
if (MousePos.x < 0 || MousePos.x > GetScreenWidth()) {
MousePos.x *= -1;
}
if (MousePos.y < 0 || MousePos.y > GetScreenHeight()) {
MousePos.y *= -1;
}
}
};
int main() {
InitWindow(800, 600, "Speed Z Presends to you... Satisfiying, Amazing, Niffty, Dreamy. SIMULATOR");
SetWindowState(FLAG_VSYNC_HINT);
Mat Sand;
Sand.MousePos = { -100, -100 };
Sand.size = { 5, 5 };
Sand.color = YELLOW;
Sand.X = Sand.MousePos.x;
Sand.Y = Sand.MousePos.y;
Sand.SpeedX = 300;
Sand.SpeedY = 500;
Vector2 Mousepos = {-100, -100};
bool Mouseclicked = false;
Vector2 RectSize = { 2, 2 };
int Numof = 0;
std::vector<Mat> positions = {};
while (!WindowShouldClose())
{
BeginDrawing();
ClearBackground(BLACK);
for (size_t i = 0; i < positions.size(); i++)
{
positions[i].DrawMat();
}
if (IsKeyPressed(KEY_ONE)) {
Numof = 1;
}
if (Numof == 1)
{
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
Mouseclicked = true;
Mousepos = GetMousePosition();
Sand.MousePos = GetMousePosition();
positions.push_back(Sand);
}
}
Here is an image of What I mean: