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-rw-r--r--docs/examples/web/physac/physics_restitution.c174
1 files changed, 106 insertions, 68 deletions
diff --git a/docs/examples/web/physac/physics_restitution.c b/docs/examples/web/physac/physics_restitution.c
index 534d125e..70d0a14a 100644
--- a/docs/examples/web/physac/physics_restitution.c
+++ b/docs/examples/web/physac/physics_restitution.c
@@ -2,9 +2,11 @@
*
* Physac - Physics restitution
*
-* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
+* 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:
*
-* 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
*
@@ -15,104 +17,140 @@
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
-#include "../src/physac.h"
-
+#include "physac.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int screenWidth = 800;
+int screenHeight = 450;
+
+// Physac logo drawing position
+int logoX = 0;
+int logoY = 15;
+
+PhysicsBody circleA;
+PhysicsBody circleB;
+PhysicsBody circleC;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void); // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main Enry Point
+//----------------------------------------------------------------------------------
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;
+ logoX = screenWidth - MeasureText("Physac", 30) - 10;
// 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 ground rectangle physics body
+ PhysicsBody ground = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
+ ground->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
+ ground->restitution = 1;
// Create circles physics body
- PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2 }, 30, 10);
+ 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 = 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 = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2 }, 30, 10);
circleC->restitution = 1;
- //--------------------------------------------------------------------------------------
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+ 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
- //----------------------------------------------------------------------------------
- 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 };
- }
- //----------------------------------------------------------------------------------
+ UpdateDrawFrame();
+ }
+#endif
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ ClosePhysics(); // Uninitialize physics
- ClearBackground(BLACK);
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
- DrawFPS(screenWidth - 90, screenHeight - 30);
+ return 0;
+}
- // Draw created physics bodies
- int bodiesCount = GetPhysicsBodiesCount();
- for (int i = 0; i < bodiesCount; i++)
- {
- PhysicsBody body = GetPhysicsBody(i);
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+ // 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 };
+ }
+ //----------------------------------------------------------------------------------
- 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);
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
- int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
- Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
+ ClearBackground(BLACK);
- DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
- }
- }
+ DrawFPS(screenWidth - 90, screenHeight - 30);
- 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);
+ // Draw created physics bodies
+ int bodiesCount = GetPhysicsBodiesCount();
+ for (int i = 0; i < bodiesCount; i++)
+ {
+ PhysicsBody body = GetPhysicsBody(i);
- DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
+ 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);
- DrawText("Physac", logoX, logoY, 30, WHITE);
- DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
+ int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
+ Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
+ DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
+ }
+ }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
+ 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);
- return 0;
+ 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();
+ //----------------------------------------------------------------------------------
}