`physac` is available on its own repopull/2506/head
@ -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; | |||||
} |
@ -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; | |||||
} |
@ -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; | |||||
} |
@ -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; | |||||
} |
@ -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; | |||||
} |