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- /*******************************************************************************************
- *
- * 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;
- }
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