2016-11-21 22:31:30 +03:00
|
|
|
/*******************************************************************************************
|
|
|
|
*
|
|
|
|
* Physac - Physics movement
|
|
|
|
*
|
2017-04-16 20:08:19 +03:00
|
|
|
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
|
|
|
|
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
|
|
|
|
*
|
|
|
|
* Use the following line to compile:
|
2016-11-21 22:31:30 +03:00
|
|
|
*
|
2017-03-07 00:57:33 +03:00
|
|
|
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
|
|
|
|
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
|
|
|
|
*
|
2018-03-10 23:14:11 +03:00
|
|
|
* Copyright (c) 2016-2018 Victor Fisac
|
2016-11-21 22:31:30 +03:00
|
|
|
*
|
|
|
|
********************************************************************************************/
|
|
|
|
|
|
|
|
#include "raylib.h"
|
|
|
|
|
|
|
|
#define PHYSAC_IMPLEMENTATION
|
2017-04-16 20:08:19 +03:00
|
|
|
#include "physac.h"
|
2016-11-21 22:31:30 +03:00
|
|
|
|
2017-04-16 20:08:19 +03:00
|
|
|
#define VELOCITY 0.5f
|
2016-11-21 22:31:30 +03:00
|
|
|
|
|
|
|
int main()
|
|
|
|
{
|
|
|
|
// Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
int screenWidth = 800;
|
|
|
|
int screenHeight = 450;
|
|
|
|
|
|
|
|
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
|
|
|
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
|
|
|
|
|
|
|
|
// Physac logo drawing position
|
|
|
|
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
|
|
|
int logoY = 15;
|
|
|
|
|
|
|
|
// Initialize physics and default physics bodies
|
|
|
|
InitPhysics();
|
|
|
|
|
|
|
|
// Create floor and walls rectangle physics body
|
|
|
|
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
|
|
|
|
PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
|
|
|
|
PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
|
|
|
|
PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
|
|
|
|
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
|
|
|
|
|
|
|
|
// Disable dynamics to floor and walls physics bodies
|
|
|
|
floor->enabled = false;
|
|
|
|
platformLeft->enabled = false;
|
|
|
|
platformRight->enabled = false;
|
|
|
|
wallLeft->enabled = false;
|
|
|
|
wallRight->enabled = false;
|
|
|
|
|
|
|
|
// Create movement physics body
|
|
|
|
PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
|
|
|
|
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
|
2017-04-17 18:25:27 +03:00
|
|
|
|
|
|
|
SetTargetFPS(60);
|
2016-11-21 22:31:30 +03:00
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// Main game loop
|
|
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
|
|
{
|
|
|
|
// Update
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
if (IsKeyPressed('R')) // Reset physics input
|
|
|
|
{
|
|
|
|
// Reset movement physics body position, velocity and rotation
|
|
|
|
body->position = (Vector2){ screenWidth/2, screenHeight/2 };
|
|
|
|
body->velocity = (Vector2){ 0, 0 };
|
|
|
|
SetPhysicsBodyRotation(body, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Horizontal movement input
|
|
|
|
if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
|
|
|
|
else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
|
|
|
|
|
|
|
|
// Vertical movement input checking if player physics body is grounded
|
|
|
|
if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// Draw
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
BeginDrawing();
|
|
|
|
|
|
|
|
ClearBackground(BLACK);
|
|
|
|
|
|
|
|
DrawFPS(screenWidth - 90, screenHeight - 30);
|
|
|
|
|
|
|
|
// Draw created physics bodies
|
|
|
|
int bodiesCount = GetPhysicsBodiesCount();
|
|
|
|
for (int i = 0; i < bodiesCount; i++)
|
|
|
|
{
|
|
|
|
PhysicsBody body = GetPhysicsBody(i);
|
|
|
|
|
|
|
|
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
|
|
|
for (int j = 0; j < vertexCount; j++)
|
|
|
|
{
|
|
|
|
// Get physics bodies shape vertices to draw lines
|
|
|
|
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
|
|
|
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
|
|
|
|
|
|
|
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
|
|
|
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
|
|
|
|
|
|
|
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
|
|
|
|
DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
|
|
|
|
|
|
|
|
DrawText("Physac", logoX, logoY, 30, WHITE);
|
|
|
|
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
|
|
|
|
|
|
|
EndDrawing();
|
|
|
|
//----------------------------------------------------------------------------------
|
|
|
|
}
|
|
|
|
|
|
|
|
// De-Initialization
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
ClosePhysics(); // Unitialize physics
|
2017-04-16 20:08:19 +03:00
|
|
|
|
2016-11-21 22:31:30 +03:00
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
2017-04-16 20:08:19 +03:00
|
|
|
|