raylib/examples/physics/physics_demo.c

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/*******************************************************************************************
*
* raylib [physac] example - physics demo
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*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
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*
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "physac.h"
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int main(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics demo");
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// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
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floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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// Create obstacle circle physics body
PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
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circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update physics system
if (IsKeyPressed(KEY_R)) // Reset physics system
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{
ResetPhysics();
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floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
floor->enabled = false;
circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false;
}
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// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount();
for (int i = bodiesCount - 1; i >= 0; i--)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(screenWidth - 90, screenHeight - 30);
// Draw created physics bodies
bodiesCount = GetPhysicsBodiesCount();
for (int i = 0; i < bodiesCount; i++)
{
PhysicsBody body = GetPhysicsBody(i);
if (body != NULL)
{
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("Left mouse button to create a polygon", 10, 10, 10, WHITE);
DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
DrawText("Physac", logoX, logoY, 30, WHITE);
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}