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authorraysan5 <[email protected]>2017-04-17 17:25:27 +0200
committerraysan5 <[email protected]>2017-04-17 17:25:27 +0200
commit4b8a0268ede4bd56a7b06fd2e2ea056f933f0f10 (patch)
treeaa91563c12ad9181b8ffe00ff2201c5ef7fce2ca /docs/examples/web/physac/physics_demo.c
parent881f134f4d2fb4419d50382284e19b4f8ca4660e (diff)
downloadraylib-4b8a0268ede4bd56a7b06fd2e2ea056f933f0f10.tar.gz
raylib-4b8a0268ede4bd56a7b06fd2e2ea056f933f0f10.zip
Added physac examples to web
Some tweaks on original src files
Diffstat (limited to 'docs/examples/web/physac/physics_demo.c')
-rw-r--r--docs/examples/web/physac/physics_demo.c187
1 files changed, 113 insertions, 74 deletions
diff --git a/docs/examples/web/physac/physics_demo.c b/docs/examples/web/physac/physics_demo.c
index b12ac708..0c17fc31 100644
--- a/docs/examples/web/physac/physics_demo.c
+++ b/docs/examples/web/physac/physics_demo.c
@@ -2,9 +2,11 @@
*
* Physac - Physics demo
*
-* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+* 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:
*
-* Use the following code to compile (-static -lpthread):
* 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
*
@@ -15,111 +17,148 @@
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
-#include "../src/physac.h"
+#include "physac.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int screenWidth = 800;
+int screenHeight = 450;
+
+// Physac logo drawing position
+int logoX = 0;
+int logoY = 15;
+
+PhysicsBody ground;
+PhysicsBody circle;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void); // Update and Draw one frame
+//----------------------------------------------------------------------------------
+// Main Enry Point
+//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics demo");
SetTargetFPS(60);
-
- // Physac logo drawing position
- int logoX = screenWidth - MeasureText("Physac", 30) - 10;
- int logoY = 15;
+
+ logoX = screenWidth - MeasureText("Physac", 30) - 10;
// Initialize physics and default physics bodies
InitPhysics();
// Create floor rectangle physics body
- PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
- floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
+ ground = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+ ground->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
// Create obstacle circle physics body
- PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+ circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
- //--------------------------------------------------------------------------------------
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
- // Update
- //----------------------------------------------------------------------------------
- if (IsKeyPressed('R')) // Reset physics input
- {
- ResetPhysics();
+ UpdateDrawFrame();
+ }
+#endif
- floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
- floor->enabled = false;
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ ClosePhysics(); // Uninitialize physics
- circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
- circle->enabled = false;
- }
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
- // Physics body creation inputs
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
- else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
+ return 0;
+}
- // Destroy falling physics bodies
- int bodiesCount = GetPhysicsBodiesCount();
- for (int i = bodiesCount - 1; i >= 0; i--)
- {
- PhysicsBody body = GetPhysicsBody(i);
- if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
- }
- //----------------------------------------------------------------------------------
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed('R')) // Reset physics input
+ {
+ ResetPhysics();
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
+ ground = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
+ ground->enabled = false;
- ClearBackground(BLACK);
+ circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10);
+ circle->enabled = false;
+ }
- DrawFPS(screenWidth - 90, screenHeight - 30);
+ // Physics body creation inputs
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
+ else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
- // Draw created physics bodies
- bodiesCount = GetPhysicsBodiesCount();
- for (int i = 0; i < bodiesCount; i++)
- {
- PhysicsBody body = GetPhysicsBody(i);
+ // Destroy falling physics bodies
+ int bodiesCount = GetPhysicsBodiesCount();
+
+ for (int i = bodiesCount - 1; i >= 0; i--)
+ {
+ PhysicsBody body = GetPhysicsBody(i);
+ if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
- if (body != NULL)
+ ClearBackground(BLACK);
+
+ DrawFPS(screenWidth - 90, screenHeight - 30);
+
+ // Draw created physics bodies
+ bodiesCount = GetPhysicsBodiesCount();
+
+ for (int i = 0; i < bodiesCount; i++)
+ {
+ PhysicsBody body = GetPhysicsBody(i);
+
+ if (body != NULL)
+ {
+ int vertexCount = GetPhysicsShapeVerticesCount(i);
+ for (int j = 0; j < vertexCount; j++)
{
- 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(body, j);
-
- int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
- Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
-
- DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
- }
+ // Get physics bodies shape vertices to draw lines
+ // Note: GetPhysicsShapeVertex() already calculates rotation transformations
+ Vector2 vertexA = GetPhysicsShapeVertex(body, j);
+
+ int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
+ Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
+
+ DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
}
}
+ }
- DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
- DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
- DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
-
- DrawText("Physac", logoX, logoY, 30, WHITE);
- DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+ DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
+ DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
+ DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
+ DrawText("Physac", logoX, logoY, 30, WHITE);
+ DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
+ EndDrawing();
+ //----------------------------------------------------------------------------------
}