Updated and improved physac examples

This commit is contained in:
victorfisac 2016-03-16 12:46:12 +01:00
parent 7128ef686d
commit dc68205a18
2 changed files with 201 additions and 49 deletions

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@ -12,7 +12,7 @@
#include "raylib.h"
#define MOVE_VELOCITY 5
#define JUMP_VELOCITY 35
#define JUMP_VELOCITY 30
int main()
{
@ -22,42 +22,34 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
InitPhysics(); // Initialize physics module
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
SetTargetFPS(60);
// Debug variables
bool isDebug = false;
// Player physic object
PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
player->rigidbody.applyGravity = true;
player->rigidbody.friction = 0.3f;
player->collider.enabled = true; // Enable physic object collisions detection
// Create rectangle physic object
PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
rectangle->rigidbody.applyGravity = true;
rectangle->rigidbody.friction = 0.1f;
rectangle->rigidbody.bounciness = 6.0f;
// Player physic object
PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
player2->rigidbody.enabled = true;
player2->rigidbody.applyGravity = true;
player2->rigidbody.friction = 0.1f;
player2->collider.enabled = true;
// Create square physic object
PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
square->rigidbody.applyGravity = true;
square->rigidbody.friction = 0.1f;
// Floor physic object
// Create walls physic objects
PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
floor->collider.enabled = true; // Enable just physic object collisions detection
// Left wall physic object
PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
leftWall->collider.enabled = true;
// Right wall physic object
PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
rightWall->collider.enabled = true;
PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
// Platform physic objectdd
// Create pplatform physic object
PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
platform->collider.enabled = true;
//--------------------------------------------------------------------------------------
@ -68,20 +60,18 @@ int main()
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Check debug switch input
if (IsKeyPressed('P')) isDebug = !isDebug;
// Check player movement inputs
if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown('A')) player->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown('D')) player->rigidbody.velocity.x = MOVE_VELOCITY;
// Check rectangle movement inputs
if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
// Check player 2 movement inputs
if (IsKeyDown(KEY_UP) && player2->rigidbody.isGrounded) player2->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY;
// Check debug switch input
if (IsKeyPressed('P')) isDebug = !isDebug;
//----------------------------------------------------------------------------------
// Draw
@ -89,29 +79,31 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
// Convert transform values to rectangle data type variable
DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
if (isDebug)
{
DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
DrawRectangleLines(player->collider.bounds.x, player->collider.bounds.y, player->collider.bounds.width, player->collider.bounds.height, GREEN);
DrawRectangleLines(player2->collider.bounds.x, player2->collider.bounds.y, player2->collider.bounds.width, player2->collider.bounds.height, GREEN);
}
else
{
// Convert transform values to rectangle data type variable
DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(player->transform), RED);
DrawRectangleRec(TransformToRectangle(player2->transform), BLUE);
DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
}
// Draw all physic object information in specific screen position and font size
// DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10);
// Draw help message
DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

160
examples/physics_forces.c Normal file
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@ -0,0 +1,160 @@
/*******************************************************************************************
*
* raylib [physac] example - Forces
*
* 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)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "math.h"
#define FORCE_AMOUNT 5.0f
#define FORCE_RADIUS 150
#define LINE_LENGTH 100
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
SetTargetFPS(60);
// Global variables
Vector2 mousePosition;
bool isDebug = false;
// Create rectangle physic objects
PhysicObject *rectangles[3];
for (int i = 0; i < 3; i++)
{
rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
rectangles[i]->rigidbody.friction = 0.1f;
}
// Create circles physic objects
PhysicObject *circles[3];
for (int i = 0; i < 3; i++)
{
circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
circles[i]->rigidbody.friction = 0.1f;
circles[i]->collider.type = COLLIDER_CIRCLE;
circles[i]->collider.radius = 25;
}
// Create walls physic objects
PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Update mouse position value
mousePosition = GetMousePosition();
// Check force input
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
// Check reset input
if (IsKeyPressed('R'))
{
// Reset rectangle physic objects positions
for (int i = 0; i < 3; i++)
{
rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
}
// Reset circles physic objects positions
for (int i = 0; i < 3; i++)
{
circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
}
}
// Check debug switch input
if (IsKeyPressed('P')) isDebug = !isDebug;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw rectangles
for (int i = 0; i < 3; i++)
{
// Convert transform values to rectangle data type variable
DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
// Draw force radius
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
// Draw direction line
if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
{
Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
float angle = atan2l(direction.y, direction.x);
DrawLineV((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 },
(Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) }, BLACK);
}
}
// Draw circles
for (int i = 0; i < 3; i++)
{
DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
// Draw force radius
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
// Draw direction line
if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
{
Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
float angle = atan2l(direction.y, direction.x);
DrawLineV((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y },
(Vector2){ circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }, BLACK);
}
}
// Draw help messages
DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics module
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}