/******************************************************************************************* * * raylib [physac] physics example - Rigidbody forces * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define MAX_OBJECTS 5 #define OBJECTS_OFFSET 150 #define FORCE_INTENSITY 250.0f // Customize by user #define FORCE_RADIUS 100 // Customize by user int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces"); InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) // Physics initialization Physics worldPhysics = {true, false, (Vector2){0, -9.81f}}; // Set internal physics settings SetPhysics(worldPhysics); // Objects initialization Transform objects[MAX_OBJECTS]; for (int i = 0; i < MAX_OBJECTS; i++) { objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}}; AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0}); AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f}); } // Floor initialization // 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) Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}}; AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Update object physics // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D) for (int i = 0; i < MAX_OBJECTS; i++) { ApplyPhysics(i, &objects[i].position); } // Check foce button input if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS); } // Check debug mode toggle button input if (IsKeyPressed(KEY_P)) { // Update program physics value worldPhysics.debug = !worldPhysics.debug; // Update internal physics value SetPhysics(worldPhysics); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Check if debug mode is enabled if (worldPhysics.debug) { // Draw every internal physics stored collider if it is active (floor included) for (int i = 0; i < MAX_OBJECTS + 1; i++) { if (GetCollider(i).enabled) { // Draw collider bounds DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); // Check if current collider is not floor if (i < MAX_OBJECTS) { // Draw lines between mouse position and objects if they are in force range if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS)) { DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED); } } } } // Draw radius circle DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED); } else { // Draw objects for (int i = 0; i < MAX_OBJECTS; i++) { DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY); } // Draw floor DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); } // Draw help messages DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY); DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }