summaryrefslogtreecommitdiffhomepage
path: root/examples/src/physac/physics_shatter.c
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2017-07-24 19:45:46 +0200
committerraysan5 <[email protected]>2017-07-24 19:45:46 +0200
commit46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936 (patch)
treefae44589bea3de03639b0ce88d0adc29044ed062 /examples/src/physac/physics_shatter.c
downloadraylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.tar.gz
raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.zip
Added webpage
Moved from @raysan5/raylib/docs
Diffstat (limited to 'examples/src/physac/physics_shatter.c')
-rw-r--r--examples/src/physac/physics_shatter.c114
1 files changed, 114 insertions, 0 deletions
diff --git a/examples/src/physac/physics_shatter.c b/examples/src/physac/physics_shatter.c
new file mode 100644
index 0000000..b237bfc
--- /dev/null
+++ b/examples/src/physac/physics_shatter.c
@@ -0,0 +1,114 @@
+/*******************************************************************************************
+*
+* Physac - Body shatter
+*
+* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
+*
+* Use the following line to compile:
+*
+* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
+* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
+*
+* Copyright (c) 2017 Victor Fisac
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define PHYSAC_IMPLEMENTATION
+#include "physac.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
+ SetTargetFPS(60);
+
+ // Physac logo drawing position
+ int logoX = screenWidth - MeasureText("Physac", 30) - 10;
+ int logoY = 15;
+
+ // Initialize physics and default physics bodies
+ InitPhysics();
+ SetPhysicsGravity(0, 0);
+
+ // Create random polygon physics body to shatter
+ PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed('R')) // Reset physics input
+ {
+ ResetPhysics();
+
+ // Create random polygon physics body to shatter
+ body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+ }
+
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
+ {
+ // Note: some values need to be stored in variables due to asynchronous changes during main thread
+ int count = GetPhysicsBodiesCount();
+ for (int i = count - 1; i >= 0; i--)
+ {
+ PhysicsBody currentBody = GetPhysicsBody(i);
+ if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
+ }
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BLACK);
+
+ // Draw created physics bodies
+ int bodiesCount = GetPhysicsBodiesCount();
+ for (int i = 0; i < bodiesCount; i++)
+ {
+ PhysicsBody currentBody = GetPhysicsBody(i);
+
+ int vertexCount = GetPhysicsShapeVerticesCount(i);
+ for (int j = 0; j < vertexCount; j++)
+ {
+ // Get physics bodies shape vertices to draw lines
+ // Note: GetPhysicsShapeVertex() already calculates rotation transformations
+ Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
+
+ int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
+ Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
+
+ DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
+ }
+ }
+
+ DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
+
+ DrawText("Physac", logoX, logoY, 30, WHITE);
+ DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ ClosePhysics(); // Uninitialize physics
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+