diff --git a/examples/chipmunk-physics/physics-demo-controller.cpp b/examples/chipmunk-physics/physics-demo-controller.cpp index 23d6499..11c5071 100644 --- a/examples/chipmunk-physics/physics-demo-controller.cpp +++ b/examples/chipmunk-physics/physics-demo-controller.cpp @@ -170,8 +170,8 @@ public: // Ball area = 2*PI*26^2 ~= 6.28*26*26 ~= 5400 // Fill top quarter of the screen... - int numBalls = 10 + windowSize.GetWidth() * windowSize.GetHeight() / 20000; - for(int i = 0; i < numBalls; ++i) + uint32_t numBalls = 10u + static_cast(windowSize.GetWidth()) * static_cast(windowSize.GetHeight()) / 20000; + for(uint32_t i = 0; i < numBalls; ++i) { mBalls.push_back(CreateBall(space)); } @@ -241,7 +241,7 @@ public: cpShapeSetFriction(logoShape, 0.9); cpShapeSetElasticity(logoShape, 0.0); Window::WindowSize windowSize = mWindow.GetSize(); - Vector3 daliPos(0, -windowSize.GetHeight() / 2 + logoSize.height * 1.3, 0); + Vector3 daliPos(0, -static_cast(windowSize.GetHeight()) / 2 + logoSize.height * 1.3f, 0); Vector3 physPos = mPhysicsAdaptor.TranslateToPhysicsSpace(daliPos); cpBodySetPosition(logoBody, cpv(physPos.x, physPos.y)); @@ -299,8 +299,8 @@ public: // Image is 326x171; center of letter is guessed; each image contains only 1 image. // Position the letters into the window - float cellW = (windowSize.GetWidth() - 170) / 4; - float cellC = -windowSize.GetWidth() * 0.5f + cellW * (0.5f + index); + float cellW = (static_cast(windowSize.GetWidth()) - 170) / 4; + float cellC = -static_cast(windowSize.GetWidth()) * 0.5f + cellW * (0.5f + index); float x = 85 + cellC; // - 61.0f; Vector3 physPos = mPhysicsAdaptor.TranslateToPhysicsSpace(Vector3(x, 0, 0.0f)); @@ -343,8 +343,8 @@ public: void CreateBounds(cpSpace* space, Window::WindowSize size) { // We're working in physics space here - coords are: origin: bottom left, +ve Y: up - int xBound = size.GetWidth(); - int yBound = size.GetHeight(); + int32_t xBound = static_cast(static_cast(size.GetWidth())); + int32_t yBound = static_cast(static_cast(size.GetHeight())); cpBody* staticBody = cpSpaceGetStaticBody(space); @@ -435,7 +435,7 @@ public: auto screenCoords = touch.GetScreenPosition(0); // In this demo, physics space is equivalent to screen space with y inverted auto windowSize = mWindow.GetSize(); - Vector3 rayPhysicsOrigin(screenCoords.x, windowSize.GetHeight() - screenCoords.y, 0.0f); + Vector3 rayPhysicsOrigin(screenCoords.x, static_cast(windowSize.GetHeight()) - screenCoords.y, 0.0f); switch(state) {