diff options
| author | raysan5 <[email protected]> | 2017-04-17 17:25:27 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-04-17 17:25:27 +0200 |
| commit | 4b8a0268ede4bd56a7b06fd2e2ea056f933f0f10 (patch) | |
| tree | aa91563c12ad9181b8ffe00ff2201c5ef7fce2ca /docs/examples/web/physac/physics_movement.c | |
| parent | 881f134f4d2fb4419d50382284e19b4f8ca4660e (diff) | |
| download | raylib-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.c | 168 |
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(); + //---------------------------------------------------------------------------------- } + |
