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| author | Ray <[email protected]> | 2016-02-20 01:09:47 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2016-02-20 01:09:47 +0100 |
| commit | 4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf (patch) | |
| tree | d9ee679c3b0bc5d4a20b31930994deb0e4c37948 /examples/physics_rigidbody_force.c | |
| parent | f582ab06add085594f2579ee6e7d625212abd204 (diff) | |
| parent | 954ced21a42eb489ad382b4c00406a28778fee41 (diff) | |
| download | raylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.tar.gz raylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.zip | |
Merge pull request #83 from raysan5/develop
Develop branch integration
Diffstat (limited to 'examples/physics_rigidbody_force.c')
| -rw-r--r-- | examples/physics_rigidbody_force.c | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/examples/physics_rigidbody_force.c b/examples/physics_rigidbody_force.c new file mode 100644 index 00000000..74a88a97 --- /dev/null +++ b/examples/physics_rigidbody_force.c @@ -0,0 +1,135 @@ +/******************************************************************************************* +* +* raylib [physac] physics example - Rigidbody forces +* +* This example has been created using raylib 1.4 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_OBJECTS 5 +#define OBJECTS_OFFSET 150 + +#define FORCE_INTENSITY 250.0f // Customize by user +#define FORCE_RADIUS 100 // Customize by user + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces"); + + InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects + + // Physic Objects initialization + Transform objects[MAX_OBJECTS]; + + for (int i = 0; i < MAX_OBJECTS; i++) + { + objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}}; + AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0}); + AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f}); + } + + // Floor initialization + // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody) + Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}}; + AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + + bool physicsDebug = false; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // Update object physics + // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D) + for (int i = 0; i < MAX_OBJECTS; i++) + { + ApplyPhysics(i, &objects[i].position); + } + + // Check foce button input + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + { + AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS); + } + + // Check debug mode toggle button input + if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Check if debug mode is enabled + if (physicsDebug) + { + // Draw every internal physics stored collider if it is active (floor included) + for (int i = 0; i < MAX_OBJECTS; i++) + { + if (GetCollider(i).enabled) + { + // Draw collider bounds + DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); + + // Check if current collider is not floor + if (i < MAX_OBJECTS) + { + // Draw lines between mouse position and objects if they are in force range + if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS)) + { + DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED); + } + } + } + } + + // Draw radius circle + DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED); + } + else + { + // Draw objects + for (int i = 0; i < MAX_OBJECTS; i++) + { + DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY); + } + + // Draw floor + DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); + } + + + // Draw help messages + DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY); + DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadPhysics(); // Unload physic objects + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} |
