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| author | Ray <[email protected]> | 2022-06-06 11:00:06 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-06-06 11:00:06 +0200 |
| commit | 8da566d6e7cb9f36d523e4d3b8f52e52079f27bc (patch) | |
| tree | 3498cb68b5064c905aa5c1cf8d34fc1063e27a4d /examples/physics/physics_friction.c | |
| parent | 865a44adda0a3b32b39c0f20a85b45f5001f274b (diff) | |
| download | raylib-8da566d6e7cb9f36d523e4d3b8f52e52079f27bc.tar.gz raylib-8da566d6e7cb9f36d523e4d3b8f52e52079f27bc.zip | |
WARNING: Removed `physac` from raylib sources/examples
`physac` is available on its own repo
Diffstat (limited to 'examples/physics/physics_friction.c')
| -rw-r--r-- | examples/physics/physics_friction.c | 142 |
1 files changed, 0 insertions, 142 deletions
diff --git a/examples/physics/physics_friction.c b/examples/physics/physics_friction.c deleted file mode 100644 index 544b9931..00000000 --- a/examples/physics/physics_friction.c +++ /dev/null @@ -1,142 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] example - physics friction -* -* This example has been created using raylib 1.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h) -* -* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "extras/physac.h" - -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics friction"); - - // Physac logo drawing position - int logoX = screenWidth - MeasureText("Physac", 30) - 10; - int logoY = 15; - - // Initialize physics and default physics bodies - InitPhysics(); - - // Create floor rectangle physics body - PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10); - floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10); - wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - - // Create left ramp physics body - PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10); - rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD); - - // Create right ramp physics body - PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10); - rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - SetPhysicsBodyRotation(rectRight, 330*DEG2RAD); - - // Create dynamic physics bodies - PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10); - bodyA->staticFriction = 0.1f; - bodyA->dynamicFriction = 0.1f; - SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); - - PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10); - bodyB->staticFriction = 1.0f; - bodyB->dynamicFriction = 1.0f; - SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); - - 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 - //---------------------------------------------------------------------------------- - UpdatePhysics(); // Update physics system - - if (IsKeyPressed(KEY_R)) // Reset physics system - { - // Reset dynamic physics bodies position, velocity and rotation - bodyA->position = (Vector2){ 35, screenHeight*0.6f }; - bodyA->velocity = (Vector2){ 0, 0 }; - bodyA->angularVelocity = 0; - SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); - - bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f }; - bodyB->velocity = (Vector2){ 0, 0 }; - bodyB->angularVelocity = 0; - SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); - } - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(BLACK); - - DrawFPS(screenWidth - 90, screenHeight - 30); - - // Draw created physics bodies - int 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++) - { - // 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 - } - } - } - - DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK); - - DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE); - DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE); - DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->position.y - 7, 20, WHITE); - - DrawText("Press '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(); // Unitialize physics - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} |
