108 lines
4.3 KiB
C
108 lines
4.3 KiB
C
/*******************************************************************************************
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*
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* Physac - Body shatter
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*
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* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
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*
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* Copyright (c) 2016 Victor Fisac
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*
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********************************************************************************************/
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#include "raylib.h"
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#define PHYSAC_IMPLEMENTATION
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#include "../src/physac.h"
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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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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
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SetTargetFPS(60);
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// Physac logo drawing position
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int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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int logoY = 15;
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// Initialize physics and default physics bodies
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InitPhysics();
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SetPhysicsGravity(0, 0);
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// Create random polygon physics body to shatter
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PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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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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if (IsKeyPressed('R')) // Reset physics input
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{
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ResetPhysics();
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// Create random polygon physics body to shatter
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body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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}
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
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{
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// Note: some values need to be stored in variables due to asynchronous changes during main thread
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int count = GetPhysicsBodiesCount();
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for (int i = count - 1; i >= 0; i--)
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{
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PhysicsBody currentBody = GetPhysicsBody(i);
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if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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// Draw created physics bodies
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int bodiesCount = GetPhysicsBodiesCount();
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for (int i = 0; i < bodiesCount; i++)
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{
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PhysicsBody currentBody = GetPhysicsBody(i);
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int vertexCount = GetPhysicsShapeVerticesCount(i);
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for (int j = 0; j < vertexCount; j++)
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{
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// Get physics bodies shape vertices to draw lines
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// Note: GetPhysicsShapeVertex() already calculates rotation transformations
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Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
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int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
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Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
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DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
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}
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}
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DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
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DrawText("Physac", logoX, logoY, 30, WHITE);
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DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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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
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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