changeset 11:427db6df205c

cleanup
author Extrawurst
date Fri, 03 Dec 2010 00:44:36 +0100
parents 99dd8466b465
children 8697699b2c5a
files trunk/tests/helloworld.d
diffstat 1 files changed, 10 insertions(+), 5 deletions(-) [+]
line wrap: on
line diff
--- a/trunk/tests/helloworld.d	Fri Dec 03 00:41:30 2010 +0100
+++ b/trunk/tests/helloworld.d	Fri Dec 03 00:44:36 2010 +0100
@@ -4,7 +4,8 @@
 
 void main()
 {
-	// this allocated internal memory of the engine and must be called befor any collision can occur otherwise things get ugly
+	// This allocated internal memory of the engine and must be 
+	// called befor any collision can occur otherwise things get ugly
 	cpInitChipmunk();
 	
 	// Create a space, a space is a simulation world. It simulates the motions of rigid bodies,
@@ -49,17 +50,21 @@
 	
 	
 	// Add a circle shape for the ball.
-	// Shapes are always defined relative to the center of gravity of the body they are attached to.
+	// Shapes are always defined relative to the center of 
+	// gravity of the body they are attached to.
 	// When the body moves or rotates, the shape will move with it.
-	// Additionally, all of the cpSpaceAdd*() functions return the thing they added so you can create and add in one go.
+	// Additionally, all of the cpSpaceAdd*() functions return 
+	// the thing they added so you can create and add in one go.
 	cpShape *ballShape = cpSpaceAddShape(space, cpCircleShapeNew(ballBody, radius, cpvzero));
 	ballShape.e = 0.0f; ballShape.u = 0.9f;
 	
 	bool finished=false;
 	while(!finished)
 	{
-		// Chipmunk allows you to use a different timestep each frame, but it works much better when you use a fixed timestep.
-		// An excellent article on why fixed timesteps for game logic can be found here: http://gafferongames.com/game-physics/fix-your-timestep/
+		// Chipmunk allows you to use a different timestep each frame, 
+		// but it works much better when you use a fixed timestep.
+		// An excellent article on why fixed timesteps for game logic can 
+		// be found here: http://gafferongames.com/game-physics/fix-your-timestep/
 		cpSpaceStep(space, 1.0f/60.0f);
 		
 		// print position