raylib/examples/physics_basic_rigidbody.c
2016-01-03 17:54:06 +01:00

144 lines
6.3 KiB
C

/*******************************************************************************************
*
* raylib [physac] physics example - Basic rigidbody
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* 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) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define OBJECT_SIZE 50
#define PLAYER_INDEX 0
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
SetTargetFPS(60); // Enable v-sync
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);
// Object initialization
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
// 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(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
// Object properties initialization
float moveSpeed = 6.0f;
float jumpForce = 4.5f;
//--------------------------------------------------------------------------------------
// 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)
ApplyPhysics(PLAYER_INDEX, &player.position);
// Check jump button input
if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
{
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
// Add jumping force in Y axis
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
}
// Check movement buttons input
if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
{
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
{
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
// 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);
// Draw information
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 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);
// Check if debug mode is enabled
if(worldPhysics.debug)
{
// Draw every internal physics stored collider if it is active
for(int i = 0; i < 2; i++)
{
if(GetCollider(i).enabled)
{
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
}
}
}
else
{
// Draw player
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
// Draw floor
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}