mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-14 05:25:09 -05:00
130 lines
5.5 KiB
C
130 lines
5.5 KiB
C
|
/*******************************************************************************************
|
||
|
*
|
||
|
* 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;
|
||
|
}
|