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REXM: ADDED: `shapes_ball_physics`

pull/5375/head
Ray 4 days ago
parent
commit
78661a4ee0
9 changed files with 655 additions and 52 deletions
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      examples/Makefile
  2. +4
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      examples/Makefile.Web
  3. +3
    -2
      examples/README.md
  4. +1
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      examples/examples_list.txt
  5. +49
    -50
      examples/shapes/shapes_ball_physics.c
  6. BIN
      examples/shapes/shapes_ball_physics.png
  7. +569
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      projects/VS2022/examples/shapes_ball_physics.vcxproj
  8. +27
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      projects/VS2022/raylib.sln
  9. +1
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      tools/rexm/reports/examples_validation.md

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examples/Makefile View File

@ -560,6 +560,7 @@ CORE = \
core/core_world_screen
SHAPES = \
shapes/shapes_ball_physics \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \

+ 4
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examples/Makefile.Web View File

@ -548,6 +548,7 @@ CORE = \
core/core_world_screen
SHAPES = \
shapes/shapes_ball_physics \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \
@ -864,6 +865,9 @@ core/core_world_screen: core/core_world_screen.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile SHAPES examples
shapes/shapes_ball_physics: shapes/shapes_ball_physics.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)

+ 3
- 2
examples/README.md View File

@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 200]
## EXAMPLES COLLECTION [TOTAL: 201]
### category: core [47]
@ -73,7 +73,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
### category: shapes [36]
### category: shapes [37]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@ -115,6 +115,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Kris](https://github.com/krispy-snacc) |
| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
### category: textures [28]

+ 1
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examples/examples_list.txt View File

@ -90,6 +90,7 @@ shapes;shapes_lines_drawing;★☆☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAv
shapes;shapes_math_angle_rotation;★☆☆☆;5.6-dev;5.6;2025;2025;"Kris";@krispy-snacc
shapes;shapes_rlgl_color_wheel;★★★☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5

+ 49
- 50
examples/shapes/shapes_ball_physics.c View File

@ -1,10 +1,10 @@
/*******************************************************************************************
*
* raylib [shapes] example - physics bouncing balls
* raylib [shapes] example - ball physics
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
*
@ -15,9 +15,10 @@
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
#include <math.h>
#include "raylib.h"
#define MAX_BALLS 5000 // Maximum quantity of balls
@ -42,12 +43,12 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - physics bouncing balls");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
Ball balls[MAX_BALLS] = {{
.pos = {GetScreenWidth()/2, GetScreenHeight()/2},
.vel = {200, 200},
.ppos = {0},
.pos = { GetScreenWidth()/2, GetScreenHeight()/2 },
.vel = { 200, 200 },
.ppos = { 0 },
.radius = 40,
.friction = 0.99,
.elasticity = 0.9,
@ -55,7 +56,7 @@ int main(void)
.grabbed = false
}};
int ballQuantity = 1;
int ballCount = 1;
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
@ -75,8 +76,8 @@ int main(void)
// Checks if a ball was grabbed
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
for (int i = ballQuantity - 1; i >= 0; i--) {
for (int i = ballCount - 1; i >= 0; i--)
{
Ball *ball = &balls[i];
pressOffset.x = mousePos.x - ball->pos.x;
pressOffset.y = mousePos.y - ball->pos.y;
@ -89,7 +90,6 @@ int main(void)
grabbedBall = ball;
break;
}
}
}
@ -104,37 +104,38 @@ int main(void)
}
// Creates a new ball
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) || (IsKeyDown(KEY_LEFT_CONTROL) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT))) {
if (ballQuantity < MAX_BALLS) {
balls[ballQuantity++] = (Ball) {
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) || (IsKeyDown(KEY_LEFT_CONTROL) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)))
{
if (ballCount < MAX_BALLS)
{
balls[ballCount++] = (Ball){
.pos = mousePos,
.vel = {GetRandomValue(-300, 300), GetRandomValue(-300, 300)},
.ppos = {0},
.vel = { GetRandomValue(-300, 300), GetRandomValue(-300, 300) },
.ppos = { 0 },
.radius = 20 + GetRandomValue(0, 30),
.friction = 0.99,
.elasticity = 0.9,
.color = {GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255},
.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
.grabbed = false
};
}
}
// Shake balls
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) {
for (int i = 0; i < ballQuantity; i++) {
Ball *ball = &balls[i];
if (!ball->grabbed) {
ball->vel = (Vector2) {GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000)};
}
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
}
}
// Changes gravity
gravity += GetMouseWheelMove() * 5;
gravity += GetMouseWheelMove()*5;
// Updates each ball state
for (int i = 0; i < ballQuantity; i++) {
for (int i = 0; i < ballCount; i++)
{
Ball *ball = &balls[i];
// The ball is not grabbed
@ -145,48 +146,47 @@ int main(void)
ball->pos.y += ball->vel.y * delta;
// Does the ball hit the screen right boundary?
if (ball->pos.x + ball->radius >= screenWidth)
if (p">(ball->pos.x + ball->radius) >= screenWidth)
{
ball->pos.x = screenWidth - ball->radius; // Ball repositioning
ball->vel.x = -ball->vel.x * ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
}
// Does the ball hit the screen left boundary?
else if (ball->pos.x - ball->radius <= 0)
else if (p">(ball->pos.x - ball->radius) <= 0)
{
ball->pos.x = ball->radius;
ball->vel.x = -ball->vel.x * ball->elasticity;
ball->vel.x = -ball->vel.x*ball->elasticity;
}
// The same for y axis
if (ball->pos.y + ball->radius >= screenHeight)
if (p">(ball->pos.y + ball->radius) >= screenHeight)
{
ball->pos.y = screenHeight - ball->radius;
ball->vel.y = -ball->vel.y * ball->elasticity;
ball->vel.y = -ball->vel.y*ball->elasticity;
}
else if (ball->pos.y - ball->radius <= 0)
else if (p">(ball->pos.y - ball->radius) <= 0)
{
ball->pos.y = ball->radius;
ball->vel.y = -ball->vel.y * ball->elasticity;
ball->vel.y = -ball->vel.y*ball->elasticity;
}
// Friction makes the ball lose 1% of its velocity each frame
ball->vel.x = ball->vel.x * ball->friction;
ball->vel.x = ball->vel.x*ball->friction;
// Gravity affects only the y axis
ball->vel.y = ball->vel.y * ball->friction + gravity;
ball->vel.y = ball->vel.y*ball->friction + gravity;
}
else
{
// Ball repositioning using the mouse position
ball->pos.x = mousePos.x - pressOffset.x;
ball->pos.y = mousePos.y - pressOffset.y;
// While the ball is grabbed, recalculates its velocity
ball->vel.x = (ball->pos.x - ball->ppos.x) / delta;
ball->vel.y = (ball->pos.y - ball->ppos.y) / delta;
ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
ball->ppos = ball->pos;
}
}
//----------------------------------------------------------------------------------
// Draw
@ -195,19 +195,18 @@ int main(void)
ClearBackground(RAYWHITE);
for (int i = 0; i < ballQuantity; i++)
for (int i = 0; i < ballCount; i++)
{
Ball *ball = &balls[i];
DrawCircleV(ball->pos, ball->radius, ball->color);
DrawCircleLinesV(ball->pos, ball->radius, BLACK);
DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
}
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 20, DARKGRAY);
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 20, DARKGRAY);
DrawText("use mouse wheel to change gravity", 10, 50, 20, DARKGRAY);
DrawText("middle click to shake", 10, 70, 20, DARKGRAY);
DrawText(TextFormat("ball quantity: %d", ballQuantity), 10, GetScreenHeight() - 55, 20, BLACK);
DrawText(TextFormat("gravity: %.2f", gravity), 10, GetScreenHeight() - 35, 20, BLACK);
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, DARKGRAY);
DrawText("use mouse wheel to change gravity", 10, 50, 10, DARKGRAY);
DrawText("middle click to shake", 10, 70, 10, DARKGRAY);
DrawText(TextFormat("BALL COUNT: %d", ballCount), 10, GetScreenHeight() - 70, 20, BLACK);
DrawText(TextFormat("GRAVITY: %.2f", gravity), 10, GetScreenHeight() - 40, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

BIN
examples/shapes/shapes_ball_physics.png View File

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projects/VS2022/examples/shapes_ball_physics.vcxproj View File

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projects/VS2022/raylib.sln View File

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tools/rexm/reports/examples_validation.md View File

@ -103,6 +103,7 @@ Example elements validated:
| shapes_math_angle_rotation | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_rlgl_color_wheel | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_rlgl_triangle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_ball_physics | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_logo_raylib | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_srcrec_dstrec | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_image_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |

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