/******************************************************************************************* * * raylib [physac] example - Basic rigidbody * * 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" #define MOVE_VELOCITY 5 #define JUMP_VELOCITY 30 int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody"); InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module SetTargetFPS(60); // Debug variables bool isDebug = false; // 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; // 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; // Create walls physic objects PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); // Create pplatform physic object PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdatePhysics(); // Update all created physic objects // 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 square movement inputs 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; // Check debug switch input if (IsKeyPressed('P')) isDebug = !isDebug; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw floor, roof and walls rectangles DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY); DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY); DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY); // Draw middle platform rectangle DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY); // Draw physic objects DrawRectangleRec(TransformToRectangle(rectangle->transform), RED); DrawRectangleRec(TransformToRectangle(square->transform), BLUE); // Draw collider lines if debug is enabled 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(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 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(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics (including all loaded objects) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }