ed19064405
A deeper revision required, not clear enough for the user Key: Create a PhysicObjects pool
124 lines
5.6 KiB
C
124 lines
5.6 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [physac] physics example - Basic rigidbody
|
|
*
|
|
* This example has been created using raylib 1.4 (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 OBJECT_SIZE 50
|
|
#define PLAYER_INDEX 0
|
|
|
|
int main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
int screenWidth = 800;
|
|
int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
|
|
|
|
InitPhysics(3); // Initialize physics system with maximum physic objects
|
|
|
|
// 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, COLLIDER_RECTANGLE, (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, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
|
|
|
|
// Object properties initialization
|
|
float moveSpeed = 6.0f;
|
|
float jumpForce = 5.0f;
|
|
|
|
bool physicsDebug = false;
|
|
|
|
SetTargetFPS(60);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// 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)) physicsDebug = !physicsDebug;
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// 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 (physicsDebug)
|
|
{
|
|
// 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 and floor
|
|
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
|
|
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
|
|
}
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadPhysics(); // Unload physic objects
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
} |