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| author | Ray <[email protected]> | 2017-04-04 01:54:49 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-04-04 01:54:49 +0200 |
| commit | dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8 (patch) | |
| tree | 724f11991d301fc8bfd01ccd13321f66d8969329 /examples/physics_restitution.c | |
| parent | 5a230659ef39c6eb3bdb5412ca6e1bfc9eeda98e (diff) | |
| download | raylib-dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8.tar.gz raylib-dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8.zip | |
Reorganize examples folder
Diffstat (limited to 'examples/physics_restitution.c')
| -rw-r--r-- | examples/physics_restitution.c | 118 |
1 files changed, 0 insertions, 118 deletions
diff --git a/examples/physics_restitution.c b/examples/physics_restitution.c deleted file mode 100644 index 534d125e..00000000 --- a/examples/physics_restitution.c +++ /dev/null @@ -1,118 +0,0 @@ -/******************************************************************************************* -* -* Physac - Physics restitution -* -* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. -* -* 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 -* -* Copyright (c) 2017 Victor Fisac -* -********************************************************************************************/ - -#include "raylib.h" - -#define PHYSAC_IMPLEMENTATION -#include "../src/physac.h" - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics restitution"); - SetTargetFPS(60); - - // 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, screenHeight }, screenWidth, 100, 10); - floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) - floor->restitution = 1; - - // Create circles physics body - PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10); - circleA->restitution = 0; - PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2 }, 30, 10); - circleB->restitution = 0.5f; - PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10); - circleC->restitution = 1; - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - if (IsKeyPressed('R')) // Reset physics input - { - // Reset circles physics bodies position and velocity - circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2 }; - circleA->velocity = (Vector2){ 0, 0 }; - circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2 }; - circleB->velocity = (Vector2){ 0, 0 }; - circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2 }; - circleC->velocity = (Vector2){ 0, 0 }; - } - //---------------------------------------------------------------------------------- - - // 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("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE); - DrawText("0", circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE); - DrawText("0.5", circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE); - DrawText("1", circleC->position.x - MeasureText("1", 20)/2, circleC->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; -} |
