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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_movement.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_movement.c')
-rw-r--r--docs/examples/web/physac/physics_movement.c168
1 files changed, 103 insertions, 65 deletions
diff --git a/docs/examples/web/physac/physics_movement.c b/docs/examples/web/physac/physics_movement.c
index 3345404d..70078b0c 100644
--- a/docs/examples/web/physac/physics_movement.c
+++ b/docs/examples/web/physac/physics_movement.c
@@ -2,9 +2,11 @@
*
* Physac - Physics movement
*
-* 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 +17,147 @@
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
-#include "../src/physac.h"
+#include "physac.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+#define VELOCITY 0.5f
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int screenWidth = 800;
+int screenHeight = 450;
+
+// Physac logo drawing position
+int logoX = 0;
+int logoY = 15;
-#define VELOCITY 0.5f
+PhysicsBody body;
+//----------------------------------------------------------------------------------
+// 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 movement");
- 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 and walls rectangle physics body
- PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
+ // Create ground and walls rectangle physics body
+ PhysicsBody ground = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
- // Disable dynamics to floor and walls physics bodies
- floor->enabled = false;
+ // Disable dynamics to ground and walls physics bodies
+ ground->enabled = false;
platformLeft->enabled = false;
platformRight->enabled = false;
wallLeft->enabled = false;
wallRight->enabled = false;
// Create movement physics body
- PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
+ body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
- //--------------------------------------------------------------------------------------
+
+#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
- {
- // Reset movement physics body position, velocity and rotation
- body->position = (Vector2){ screenWidth/2, screenHeight/2 };
- body->velocity = (Vector2){ 0, 0 };
- SetPhysicsBodyRotation(body, 0);
- }
+ UpdateDrawFrame();
+ }
+#endif
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ ClosePhysics(); // Uninitialize physics
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
- // Horizontal movement input
- if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
- else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
+ return 0;
+}
- // Vertical movement input checking if player physics body is grounded
- if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
- //----------------------------------------------------------------------------------
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed('R')) // Reset physics input
+ {
+ // Reset movement physics body position, velocity and rotation
+ body->position = (Vector2){ screenWidth/2, screenHeight/2 };
+ body->velocity = (Vector2){ 0, 0 };
+ SetPhysicsBodyRotation(body, 0);
+ }
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
+ // Horizontal movement input
+ if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
+ else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
- ClearBackground(BLACK);
+ // Vertical movement input checking if player physics body is grounded
+ if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
+ //----------------------------------------------------------------------------------
- DrawFPS(screenWidth - 90, screenHeight - 30);
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
- // Draw created physics bodies
- int bodiesCount = GetPhysicsBodiesCount();
- for (int i = 0; i < bodiesCount; i++)
- {
- PhysicsBody body = GetPhysicsBody(i);
+ ClearBackground(BLACK);
- 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);
+ DrawFPS(screenWidth - 90, screenHeight - 30);
- int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
- Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
+ // Draw created physics bodies
+ int bodiesCount = GetPhysicsBodiesCount();
+ for (int i = 0; i < bodiesCount; i++)
+ {
+ PhysicsBody body = GetPhysicsBody(i);
- DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
- }
- }
+ 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);
- DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
- DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
+ int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
+ Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
- DrawText("Physac", logoX, logoY, 30, WHITE);
- DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+ DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
+ }
+ }
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
+ DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
+ DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
+ DrawText("Physac", logoX, logoY, 30, WHITE);
+ DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
- return 0;
+ EndDrawing();
+ //----------------------------------------------------------------------------------
}
+