a1809fad4c
Examples categories are independent from the module they use, despite in some cases module name matches category name.
134 lines
5.4 KiB
C
134 lines
5.4 KiB
C
/*******************************************************************************************
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*
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* Physac - Physics movement
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*
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* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
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*
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* Use the following line to compile:
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*
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static /
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* -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
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* -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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*
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* Copyright (c) 2016-2018 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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#define PHYSAC_NO_THREADS
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#include "physac.h"
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#define VELOCITY 0.5f
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
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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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// Create floor and walls rectangle physics body
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PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
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PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
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PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
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// Disable dynamics to floor and walls physics bodies
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floor->enabled = false;
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platformLeft->enabled = false;
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platformRight->enabled = false;
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wallLeft->enabled = false;
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wallRight->enabled = false;
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// Create movement physics body
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PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
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body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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RunPhysicsStep();
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if (IsKeyPressed('R')) // Reset physics input
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{
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// Reset movement physics body position, velocity and rotation
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body->position = (Vector2){ screenWidth/2, screenHeight/2 };
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body->velocity = (Vector2){ 0, 0 };
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SetPhysicsBodyRotation(body, 0);
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}
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// Horizontal movement input
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if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
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else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
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// Vertical movement input checking if player physics body is grounded
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if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
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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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DrawFPS(screenWidth - 90, screenHeight - 30);
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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 body = 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(body, 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(body, 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("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
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DrawText("Press 'R' to reset example", 10, 30, 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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