/******************************************************************************************* * * Physac - Body shatter * * NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. * NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) * * Use the following line to compile: * * gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static / * -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm / * -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * * Copyright (c) 2016-2018 Victor Fisac * ********************************************************************************************/ #include "raylib.h" #define PHYSAC_IMPLEMENTATION #define PHYSAC_NO_THREADS #include "physac.h" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter"); // Physac logo drawing position int logoX = screenWidth - MeasureText("Physac", 30) - 10; int logoY = 15; bool needsReset = false; // Initialize physics and default physics bodies InitPhysics(); SetPhysicsGravity(0, 0); // Create random polygon physics body to shatter CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update RunPhysicsStep(); //---------------------------------------------------------------------------------- // Delay initialization of variables due to physics reset asynchronous if (needsReset) { // Create random polygon physics body to shatter CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); needsReset = false; } if (IsKeyPressed('R')) // Reset physics input { ResetPhysics(); needsReset = true; } if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input { // Note: some values need to be stored in variables due to asynchronous changes during main thread int count = GetPhysicsBodiesCount(); for (int i = count - 1; i >= 0; i--) { PhysicsBody currentBody = GetPhysicsBody(i); if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass); } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); // Draw created physics bodies int bodiesCount = GetPhysicsBodiesCount(); for (int i = 0; i < bodiesCount; i++) { PhysicsBody currentBody = GetPhysicsBody(i); 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(currentBody, j); int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj); DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions } } DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE); DrawText("Physac", logoX, logoY, 30, WHITE); DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }