60223a358b
Finally, physics update is handled in main thread using steps to get accuracy in collisions detection instead of moving it to a new thread. Examples are finished as simple and clear as I could. Finally, physac module is MORE simpler than in the first version, calculation everything by the same way for both types of physic objects. I tryed to add rotated physics a couple of times but I didn't get anything good to get a base to improve it. Maybe for the next version... No bugs or strange behaviours found during testing.
122 lines
6.5 KiB
C
122 lines
6.5 KiB
C
/*******************************************************************************************
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*
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* raylib [physac] example - Basic rigidbody
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MOVE_VELOCITY 5
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#define JUMP_VELOCITY 30
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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SetTargetFPS(60);
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// Debug variables
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bool isDebug = false;
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// Create rectangle physic object
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PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
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rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangle->rigidbody.applyGravity = true;
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rectangle->rigidbody.friction = 0.1f;
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rectangle->rigidbody.bounciness = 6.0f;
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// Create square physic object
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PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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square->rigidbody.applyGravity = true;
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square->rigidbody.friction = 0.1f;
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// Create walls physic objects
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PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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// Create pplatform physic object
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PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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// Check rectangle movement inputs
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if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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// Check square movement inputs
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if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
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// Check debug switch input
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if (IsKeyPressed('P')) isDebug = !isDebug;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw floor, roof and walls rectangles
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DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
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// Draw middle platform rectangle
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DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
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// Draw physic objects
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DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
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DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
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// Draw collider lines if debug is enabled
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if (isDebug)
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{
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DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
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DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
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DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
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DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
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DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
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DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
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DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
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}
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// Draw help message
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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);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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ClosePhysics(); // Unitialize physics module
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |