123 lines
6.5 KiB
C
123 lines
6.5 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [physac] example - Basic rigidbody
|
|
*
|
|
* This example has been created using raylib 1.5 (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 MOVE_VELOCITY 5
|
|
#define JUMP_VELOCITY 30
|
|
|
|
int main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
int screenWidth = 800;
|
|
int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
|
|
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
|
|
|
|
SetTargetFPS(60);
|
|
|
|
// Debug variables
|
|
bool isDebug = false;
|
|
|
|
// Create rectangle physic object
|
|
PhysicObject rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
|
|
rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
|
|
rectangle->rigidbody.applyGravity = true;
|
|
rectangle->rigidbody.friction = 0.1f;
|
|
rectangle->rigidbody.bounciness = 6.0f;
|
|
|
|
// Create square physic object
|
|
PhysicObject square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
|
|
square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
|
|
square->rigidbody.applyGravity = true;
|
|
square->rigidbody.friction = 0.1f;
|
|
|
|
// Create walls physic objects
|
|
PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
|
|
PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
|
|
PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
|
|
PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
|
|
|
|
// Create pplatform physic object
|
|
PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
UpdatePhysics(); // Update all created physic objects
|
|
|
|
// Check rectangle movement inputs
|
|
if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
|
|
if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
|
|
else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
|
|
|
|
// Check square movement inputs
|
|
if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
|
|
if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
|
|
else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
|
|
|
|
// Check debug switch input
|
|
if (IsKeyPressed('P')) isDebug = !isDebug;
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
// Draw floor, roof and walls rectangles
|
|
DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
|
|
DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
|
|
DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
|
|
DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
|
|
|
|
// Draw middle platform rectangle
|
|
DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
|
|
|
|
// Draw physic objects
|
|
DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
|
|
DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
|
|
|
|
// Draw collider lines if debug is enabled
|
|
if (isDebug)
|
|
{
|
|
DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
|
|
DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
|
|
DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
|
|
DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
|
|
DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
|
|
DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
|
|
DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
|
|
}
|
|
|
|
// Draw help message
|
|
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);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
ClosePhysics(); // Unitialize physics (including all loaded objects)
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
} |