/******************************************************************************************* * * 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; }