|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define PHYSAC_IMPLEMENTATION | 
						
						
							|  | #include "extras/physac.h" | 
						
						
							|  |  | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     SetConfigFlags(FLAG_MSAA_4X_HINT); | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics demo"); | 
						
						
							|  | 
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							|  |     // Physac logo drawing position | 
						
						
							|  |     int logoX = screenWidth - MeasureText("Physac", 30) - 10; | 
						
						
							|  |     int logoY = 15; | 
						
						
							|  | 
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							|  |     // Initialize physics and default physics bodies | 
						
						
							|  |     InitPhysics(); | 
						
						
							|  | 
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							|  |     // Create floor rectangle physics body | 
						
						
							|  |     PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, 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, screenHeight/2 }, 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(); | 
						
						
							|  | 
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							|  |             floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10); | 
						
						
							|  |             floor->enabled = false; | 
						
						
							|  | 
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							|  |             circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2, screenHeight/2 }, 45, 10); | 
						
						
							|  |             circle->enabled = false; | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         // Physics body creation inputs | 
						
						
							|  |         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10); | 
						
						
							|  |         else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10); | 
						
						
							|  | 
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							|  |         // 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(); | 
						
						
							|  | 
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							|  |             ClearBackground(BLACK); | 
						
						
							|  | 
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							|  |             DrawFPS(screenWidth - 90, screenHeight - 30); | 
						
						
							|  | 
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							|  |             // Draw created physics bodies | 
						
						
							|  |             bodiesCount = GetPhysicsBodiesCount(); | 
						
						
							|  |             for (int i = 0; i < bodiesCount; i++) | 
						
						
							|  |             { | 
						
						
							|  |                 PhysicsBody body = GetPhysicsBody(i); | 
						
						
							|  | 
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							|  |                 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); | 
						
						
							|  | 
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							|  |                         int jj = (((j + 1) < vertexCount) ? (j + 1) : 0);   // Get next vertex or first to close the shape | 
						
						
							|  |                         Vector2 vertexB = GetPhysicsShapeVertex(body, jj); | 
						
						
							|  | 
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							|  |                         DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions | 
						
						
							|  |                     } | 
						
						
							|  |                 } | 
						
						
							|  |             } | 
						
						
							|  | 
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							|  |             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); | 
						
						
							|  | 
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							|  |             DrawText("Physac", logoX, logoY, 30, WHITE); | 
						
						
							|  |             DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     ClosePhysics();       // Unitialize physics | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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