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authorRay <[email protected]>2022-06-06 11:00:06 +0200
committerRay <[email protected]>2022-06-06 11:00:06 +0200
commit8da566d6e7cb9f36d523e4d3b8f52e52079f27bc (patch)
tree3498cb68b5064c905aa5c1cf8d34fc1063e27a4d /examples
parent865a44adda0a3b32b39c0f20a85b45f5001f274b (diff)
downloadraylib-8da566d6e7cb9f36d523e4d3b8f52e52079f27bc.tar.gz
raylib-8da566d6e7cb9f36d523e4d3b8f52e52079f27bc.zip
WARNING: Removed `physac` from raylib sources/examples
`physac` is available on its own repo
Diffstat (limited to 'examples')
-rw-r--r--examples/Makefile11
-rw-r--r--examples/Makefile.Web31
-rw-r--r--examples/README.md12
-rw-r--r--examples/physics/physics_demo.c128
-rw-r--r--examples/physics/physics_demo.pngbin23466 -> 0 bytes
-rw-r--r--examples/physics/physics_friction.c142
-rw-r--r--examples/physics/physics_friction.pngbin18150 -> 0 bytes
-rw-r--r--examples/physics/physics_movement.c128
-rw-r--r--examples/physics/physics_movement.pngbin15947 -> 0 bytes
-rw-r--r--examples/physics/physics_restitution.c129
-rw-r--r--examples/physics/physics_restitution.pngbin17833 -> 0 bytes
-rw-r--r--examples/physics/physics_shatter.c111
-rw-r--r--examples/physics/physics_shatter.pngbin23197 -> 0 bytes
13 files changed, 3 insertions, 689 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 1ab0b6c6..67df5989 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -494,20 +494,12 @@ AUDIO = \
audio/audio_sound_loading \
audio/audio_multichannel_sound
-PHYSICS = \
- physics/physics_demo \
- physics/physics_friction \
- physics/physics_movement \
- physics/physics_restitution \
- physics/physics_shatter
-
-
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
-all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
+all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
core: $(CORE)
shapes: $(SHAPES)
@@ -516,7 +508,6 @@ text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
-physics: $(PHYSICS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index 642527d1..a1a9d9b6 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -238,7 +238,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
endif
# Define include paths for required headers
-# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
+# NOTE: Some external/extras libraries could be required (stb, easings...)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
# Define additional directories containing required header files
@@ -324,8 +324,6 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
- # Required for physac examples
- LDLIBS += -static -lpthread
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
@@ -508,17 +506,10 @@ AUDIO = \
audio/audio_sound_loading \
audio/audio_multichannel_sound
-PHYSICS = \
- physics/physics_demo \
- physics/physics_friction \
- physics/physics_movement \
- physics/physics_restitution \
- physics/physics_shatter
-
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Default target entry
-all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
+all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
core: $(CORE)
shapes: $(SHAPES)
@@ -527,7 +518,6 @@ text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
-physics: $(PHYSICS)
# Compile CORE examples
core/core_basic_window: core/core_basic_window.c
@@ -1007,23 +997,6 @@ audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
--preload-file audio/resources/sound.wav@resources/sound.wav \
--preload-file audio/resources/target.ogg@resources/target.ogg
-# Compile PHYSICS examples
-physics/physics_demo: physics/physics_demo.c
- $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
-
-physics/physics_friction: physics/physics_friction.c
- $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
-
-physics/physics_movement: physics/physics_movement.c
- $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
-
-physics/physics_restitution: physics/physics_restitution.c
- $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
-
-physics/physics_shatter: physics/physics_shatter.c
- $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
-
-
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
diff --git a/examples/README.md b/examples/README.md
index 4fffb462..b0d0281b 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -176,18 +176,6 @@ Examples using raylib audio functionality, including sound/music loading and pla
| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
| 106 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
-### category: physics
-
-Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
-
-| ## | example | image | developer | new |
-|----|----------|--------|:----------:|:---:|
-| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
-| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
-| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
-| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
-| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
-
### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
diff --git a/examples/physics/physics_demo.c b/examples/physics/physics_demo.c
deleted file mode 100644
index dd7a216f..00000000
--- a/examples/physics/physics_demo.c
+++ /dev/null
@@ -1,128 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [physac] example - physics demo
-*
-* 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 demo");
-
- // 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 }, 500, 100, 10);
- floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
-
- // Create obstacle circle physics body
- PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
- circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
-
- 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
- {
- ResetPhysics();
-
- floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10);
- floor->enabled = false;
-
- circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
- circle->enabled = false;
- }
-
- // Physics body creation inputs
- if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
- else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)GetRandomValue(10, 45), 10);
-
- // Destroy falling physics bodies
- int bodiesCount = GetPhysicsBodiesCount();
- for (int i = bodiesCount - 1; i >= 0; i--)
- {
- PhysicsBody body = GetPhysicsBody(i);
- if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(BLACK);
-
- DrawFPS(screenWidth - 90, screenHeight - 30);
-
- // Draw created physics bodies
- 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
- }
- }
- }
-
- DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
- DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
- DrawText("Press 'R' to reset example", 10, 40, 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;
-}
diff --git a/examples/physics/physics_demo.png b/examples/physics/physics_demo.png
deleted file mode 100644
index 12dc7e72..00000000
--- a/examples/physics/physics_demo.png
+++ /dev/null
Binary files differ
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;
-}
diff --git a/examples/physics/physics_friction.png b/examples/physics/physics_friction.png
deleted file mode 100644
index e791ec2b..00000000
--- a/examples/physics/physics_friction.png
+++ /dev/null
Binary files differ
diff --git a/examples/physics/physics_movement.c b/examples/physics/physics_movement.c
deleted file mode 100644
index 068611ad..00000000
--- a/examples/physics/physics_movement.c
+++ /dev/null
@@ -1,128 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [physac] example - physics movement
-*
-* 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"
-
-#define VELOCITY 0.5f
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT);
- InitWindow(screenWidth, screenHeight, "raylib [physac] example - 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/2.0f, (float)screenHeight }, (float)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/2.0f }, 10, (float)screenHeight, 10);
- PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)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/2.0f, screenHeight/2.0f }, 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
- //----------------------------------------------------------------------------------
- UpdatePhysics(); // Update physics system
-
- if (IsKeyPressed(KEY_R)) // Reset physics input
- {
- // Reset movement physics body position, velocity and rotation
- body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
- 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;
-}
diff --git a/examples/physics/physics_movement.png b/examples/physics/physics_movement.png
deleted file mode 100644
index a88a7d79..00000000
--- a/examples/physics/physics_movement.png
+++ /dev/null
Binary files differ
diff --git a/examples/physics/physics_restitution.c b/examples/physics/physics_restitution.c
deleted file mode 100644
index 27241b68..00000000
--- a/examples/physics/physics_restitution.c
+++ /dev/null
@@ -1,129 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [physac] example - physics restitution
-*
-* 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 restitution");
-
- // 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)
- floor->restitution = 1;
-
- // Create circles physics body
- PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2.0f }, 30, 10);
- circleA->restitution = 0;
- PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10);
- circleB->restitution = 0.5f;
- PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 30, 10);
- circleC->restitution = 1;
-
- // Restitution demo needs a very tiny physics time step for a proper simulation
- SetPhysicsTimeStep(1.0/60.0/100*1000);
-
- 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 input
- {
- // Reset circles physics bodies position and velocity
- circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f };
- circleA->velocity = (Vector2){ 0, 0 };
- circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f };
- circleB->velocity = (Vector2){ 0, 0 };
- circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f };
- 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", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
- DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
- DrawText("1", (int)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
- //--------------------------------------------------------------------------------------
- DestroyPhysicsBody(circleA);
- DestroyPhysicsBody(circleB);
- DestroyPhysicsBody(circleC);
- DestroyPhysicsBody(floor);
-
- ClosePhysics(); // Unitialize physics
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/physics/physics_restitution.png b/examples/physics/physics_restitution.png
deleted file mode 100644
index 8ec4b3f3..00000000
--- a/examples/physics/physics_restitution.png
+++ /dev/null
Binary files differ
diff --git a/examples/physics/physics_shatter.c b/examples/physics/physics_shatter.c
deleted file mode 100644
index 809227ee..00000000
--- a/examples/physics/physics_shatter.c
+++ /dev/null
@@ -1,111 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [physac] example - physics shatter
-*
-* 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 shatter");
-
- // Physac logo drawing position
- int logoX = screenWidth - MeasureText("Physac", 30) - 10;
- int logoY = 15;
-
- // Initialize physics and default physics bodies
- InitPhysics();
- SetPhysicsGravity(0, 0);
-
- // Create random polygon physics body to shatter
- CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- //----------------------------------------------------------------------------------
- UpdatePhysics(); // Update physics system
-
- if (IsKeyPressed(KEY_R)) // Reset physics input
- {
- ResetPhysics();
-
- CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
- }
-
- if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input
- {
- int count = GetPhysicsBodiesCount();
- for (int i = count - 1; i >= 0; i--)
- {
- PhysicsBody currentBody = GetPhysicsBody(i);
-
- if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
- }
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(BLACK);
-
- // Draw created physics bodies
- int bodiesCount = GetPhysicsBodiesCount();
- for (int i = 0; i < bodiesCount; i++)
- {
- PhysicsBody currentBody = 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(currentBody, j);
-
- int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
- Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
-
- DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
- }
- }
-
- DrawText("Left mouse button in polygon area to shatter body\nPress '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;
-}
diff --git a/examples/physics/physics_shatter.png b/examples/physics/physics_shatter.png
deleted file mode 100644
index 68f9a1b7..00000000
--- a/examples/physics/physics_shatter.png
+++ /dev/null
Binary files differ