/*******************************************************************************************
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*
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* raylib [shapes] example - ball physics
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 David Buzatto (@davidbuzatto)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>
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#include <math.h>
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#define MAX_BALLS 5000 // Maximum quantity of balls
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typedef struct Ball {
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Vector2 pos; // Position
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Vector2 vel; // Velocity
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Vector2 ppos; // Previous position
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float radius;
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float friction;
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float elasticity;
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Color color;
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bool grabbed;
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} Ball;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
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Ball balls[MAX_BALLS] = {{
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.pos = { GetScreenWidth()/2, GetScreenHeight()/2 },
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.vel = { 200, 200 },
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.ppos = { 0 },
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.radius = 40,
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.friction = 0.99,
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.elasticity = 0.9,
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.color = BLUE,
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.grabbed = false
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}};
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int ballCount = 1;
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Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
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Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
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float gravity = 100; // World gravity
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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float delta = GetFrameTime();
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Vector2 mousePos = GetMousePosition();
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// Checks if a ball was grabbed
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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for (int i = ballCount - 1; i >= 0; i--)
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{
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Ball *ball = &balls[i];
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pressOffset.x = mousePos.x - ball->pos.x;
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pressOffset.y = mousePos.y - ball->pos.y;
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// If the distance between the ball position and the mouse press position
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// is less than or equal to the ball radius, the event occurred inside the ball
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if (hypot(pressOffset.x, pressOffset.y) <= ball->radius)
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{
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ball->grabbed = true;
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grabbedBall = ball;
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break;
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}
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}
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}
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// Releases any ball the was grabbed
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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if (grabbedBall != NULL)
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{
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grabbedBall->grabbed = false;
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grabbedBall = NULL;
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}
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}
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// Creates a new ball
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) || (IsKeyDown(KEY_LEFT_CONTROL) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)))
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{
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if (ballCount < MAX_BALLS)
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{
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balls[ballCount++] = (Ball){
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.pos = mousePos,
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.vel = { GetRandomValue(-300, 300), GetRandomValue(-300, 300) },
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.ppos = { 0 },
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.radius = 20 + GetRandomValue(0, 30),
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.friction = 0.99,
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.elasticity = 0.9,
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.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
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.grabbed = false
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};
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}
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}
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// Shake balls
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if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
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{
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for (int i = 0; i < ballCount; i++)
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{
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if (!balls[i].grabbed) balls[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
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}
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}
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// Changes gravity
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gravity += GetMouseWheelMove()*5;
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// Updates each ball state
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for (int i = 0; i < ballCount; i++)
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{
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Ball *ball = &balls[i];
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// The ball is not grabbed
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if (!ball->grabbed)
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{
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// Ball repositioning using the velocity
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ball->pos.x += ball->vel.x * delta;
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ball->pos.y += ball->vel.y * delta;
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// Does the ball hit the screen right boundary?
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if ((ball->pos.x + ball->radius) >= screenWidth)
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{
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ball->pos.x = screenWidth - ball->radius; // Ball repositioning
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ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
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}
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// Does the ball hit the screen left boundary?
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else if ((ball->pos.x - ball->radius) <= 0)
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{
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ball->pos.x = ball->radius;
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ball->vel.x = -ball->vel.x*ball->elasticity;
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}
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// The same for y axis
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if ((ball->pos.y + ball->radius) >= screenHeight)
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{
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ball->pos.y = screenHeight - ball->radius;
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ball->vel.y = -ball->vel.y*ball->elasticity;
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}
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else if ((ball->pos.y - ball->radius) <= 0)
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{
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ball->pos.y = ball->radius;
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ball->vel.y = -ball->vel.y*ball->elasticity;
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}
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// Friction makes the ball lose 1% of its velocity each frame
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ball->vel.x = ball->vel.x*ball->friction;
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// Gravity affects only the y axis
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ball->vel.y = ball->vel.y*ball->friction + gravity;
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}
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else
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{
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// Ball repositioning using the mouse position
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ball->pos.x = mousePos.x - pressOffset.x;
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ball->pos.y = mousePos.y - pressOffset.y;
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// While the ball is grabbed, recalculates its velocity
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ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
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ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
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ball->ppos = ball->pos;
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int i = 0; i < ballCount; i++)
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{
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DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
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DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
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}
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DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
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DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, DARKGRAY);
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DrawText("use mouse wheel to change gravity", 10, 50, 10, DARKGRAY);
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DrawText("middle click to shake", 10, 70, 10, DARKGRAY);
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DrawText(TextFormat("BALL COUNT: %d", ballCount), 10, GetScreenHeight() - 70, 20, BLACK);
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DrawText(TextFormat("GRAVITY: %.2f", gravity), 10, GetScreenHeight() - 40, 20, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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