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| author | Ray <[email protected]> | 2020-01-09 13:11:56 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-01-09 13:11:56 +0100 |
| commit | a1809fad4c9f03727e2067ed53f4502b3d442261 (patch) | |
| tree | 0d77baae5d45d9c89794a6b014f7b3812dc83219 /examples/physics/physics_movement.c | |
| parent | 8f053222639e7b877e4800eecc080468de1229bb (diff) | |
| download | raylib-a1809fad4c9f03727e2067ed53f4502b3d442261.tar.gz raylib-a1809fad4c9f03727e2067ed53f4502b3d442261.zip | |
Renamed directory: physac -> physics
Examples categories are independent from the module they use, despite in some cases module name matches category name.
Diffstat (limited to 'examples/physics/physics_movement.c')
| -rw-r--r-- | examples/physics/physics_movement.c | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/examples/physics/physics_movement.c b/examples/physics/physics_movement.c new file mode 100644 index 00000000..d946811d --- /dev/null +++ b/examples/physics/physics_movement.c @@ -0,0 +1,133 @@ +/******************************************************************************************* +* +* Physac - Physics movement +* +* 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 -static / +* -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm / +* -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition +* +* Copyright (c) 2016-2018 Victor Fisac +* +********************************************************************************************/ + +#include "raylib.h" + +#define PHYSAC_IMPLEMENTATION +#define PHYSAC_NO_THREADS +#include "physac.h" + +#define VELOCITY 0.5f + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement"); + + // Physac logo drawing position + int logoX = screenWidth - MeasureText("Physac", 30) - 10; + int logoY = 15; + + // Initialize physics and default physics bodies + InitPhysics(); + + // Create floor and walls rectangle physics body + PhysicsBody floor = 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; + 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->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts + + 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 + //---------------------------------------------------------------------------------- + RunPhysicsStep(); + + 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); + } + + // Horizontal movement input + if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY; + else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY; + + // Vertical movement input checking if player physics body is grounded + if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4; + //---------------------------------------------------------------------------------- + + // 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); + + 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 + } + } + + DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE); + DrawText("Press 'R' to reset example", 10, 30, 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; +} |
