|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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 $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread  | 
						
						
							|  | *   -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition | 
						
						
							|  | *    | 
						
						
							|  | *   Copyright (c) 2017 Victor Fisac | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
 | 
						
						
							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define PHYSAC_IMPLEMENTATION | 
						
						
							|  | #include "physac.h" | 
						
						
							|  |  | 
						
						
							|  | #define VELOCITY    0.5f | 
						
						
							|  |  | 
						
						
							|  | int main() | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     int screenWidth = 800; | 
						
						
							|  |     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); | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         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; | 
						
						
							|  | } | 
						
						
							|  | 
 |