Some formatting tweaks
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51c0b61a43
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c5663ca015
@ -32,28 +32,30 @@ int main()
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
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SetTargetFPS(60); // Enable v-sync
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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// Physics initialization
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Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
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Physics worldPhysics = { true, false, (Vector2){ 0, -9.81f } };
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// Set internal physics settings
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SetPhysics(worldPhysics);
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// Object initialization
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Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
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AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
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AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
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AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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// Object properties initialization
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float moveSpeed = 6.0f;
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float jumpForce = 4.5f;
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float jumpForce = 5.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -67,7 +69,7 @@ int main()
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ApplyPhysics(PLAYER_INDEX, &player.position);
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// Check jump button input
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if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
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if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
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{
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// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
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@ -77,12 +79,12 @@ int main()
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}
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// Check movement buttons input
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if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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{
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// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
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else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
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{
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// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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@ -110,12 +112,12 @@ int main()
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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// Check if debug mode is enabled
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if(worldPhysics.debug)
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if (worldPhysics.debug)
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{
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// Draw every internal physics stored collider if it is active
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for(int i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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{
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if(GetCollider(i).enabled)
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if (GetCollider(i).enabled)
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{
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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}
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@ -11,11 +11,11 @@
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#include "raylib.h"
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#define MAX_OBJECTS 5
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#define OBJECTS_OFFSET 150
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#define MAX_OBJECTS 5
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#define OBJECTS_OFFSET 150
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#define FORCE_INTENSITY 250.0f // Customize by user
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#define FORCE_RADIUS 100 // Customize by user
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#define FORCE_INTENSITY 250.0f // Customize by user
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#define FORCE_RADIUS 100 // Customize by user
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int main()
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{
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@ -25,7 +25,7 @@ int main()
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
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SetTargetFPS(60); // Enable v-sync
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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// Physics initialization
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@ -36,17 +36,20 @@ int main()
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// Objects initialization
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Transform objects[MAX_OBJECTS];
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for(int i = 0; i < MAX_OBJECTS; i++)
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
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AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
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AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
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AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
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}
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -57,19 +60,19 @@ int main()
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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for(int i = 0; i < MAX_OBJECTS; i++)
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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ApplyPhysics(i, &objects[i].position);
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}
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// Check foce button input
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if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
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}
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// Check debug mode toggle button input
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if(IsKeyPressed(KEY_P))
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if (IsKeyPressed(KEY_P))
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{
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// Update program physics value
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worldPhysics.debug = !worldPhysics.debug;
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@ -86,21 +89,21 @@ int main()
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ClearBackground(RAYWHITE);
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// Check if debug mode is enabled
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if(worldPhysics.debug)
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if (worldPhysics.debug)
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{
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// Draw every internal physics stored collider if it is active (floor included)
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for(int i = 0; i < MAX_OBJECTS + 1; i++)
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for (int i = 0; i < MAX_OBJECTS + 1; i++)
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{
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if(GetCollider(i).enabled)
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if (GetCollider(i).enabled)
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{
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// Draw collider bounds
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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// Check if current collider is not floor
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if(i < MAX_OBJECTS)
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if (i < MAX_OBJECTS)
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{
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// Draw lines between mouse position and objects if they are in force range
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if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
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if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
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{
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DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
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}
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@ -114,7 +117,7 @@ int main()
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else
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{
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// Draw objects
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for(int i = 0; i < MAX_OBJECTS; i++)
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
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}
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@ -183,9 +183,9 @@ void ApplyPhysics(int index, Vector2 *position)
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{
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if (colliders[index].enabled && colliders[j].enabled)
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{
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if (colliders[index].type == RectangleCollider)
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if (colliders[index].type == COLLIDER_RECTANGLE)
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{
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if (colliders[j].type == RectangleCollider)
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if (colliders[j].type == COLLIDER_RECTANGLE)
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{
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if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds))
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{
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@ -207,7 +207,7 @@ void ApplyPhysics(int index, Vector2 *position)
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}
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else
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{
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if (colliders[j].type == RectangleCollider)
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if (colliders[j].type == COLLIDER_RECTANGLE)
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{
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if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds))
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{
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@ -32,7 +32,8 @@
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum { RectangleCollider, CircleCollider } ColliderType;
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// Collider types
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typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
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// Physics struct
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typedef struct Physics {
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@ -463,12 +463,12 @@ typedef struct {
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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// Collider types
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typedef enum { RectangleCollider, CircleCollider } ColliderType;
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typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
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// Physics struct
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typedef struct Physics {
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bool enabled;
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bool debug; // Should be used by programmer for testing purposes
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bool debug; // Should be used by programmer for testing purposes
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Vector2 gravity;
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} Physics;
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@ -496,8 +496,8 @@ typedef struct Rigidbody {
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typedef struct Collider {
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bool enabled;
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ColliderType type;
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Rectangle bounds; // Just used for RectangleCollider type
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int radius; // Just used for CircleCollider type
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Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
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int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
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} Collider;
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#ifdef __cplusplus
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