/******************************************************************************************* * * raylib [physac] example - physics shatter * * 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 shatter"); // Physac logo drawing position int logoX = screenWidth - MeasureText("Physac", 30) - 10; int logoY = 15; // Initialize physics and default physics bodies InitPhysics(); SetPhysicsGravity(0, 0); // Create random polygon physics body to shatter CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { //---------------------------------------------------------------------------------- UpdatePhysics(); // Update physics system if (IsKeyPressed(KEY_R)) // Reset physics input { ResetPhysics(); CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10); } if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input { int count = GetPhysicsBodiesCount(); for (int i = count - 1; i >= 0; i--) { PhysicsBody currentBody = GetPhysicsBody(i); if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass); } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); // Draw created physics bodies int bodiesCount = GetPhysicsBodiesCount(); for (int i = 0; i < bodiesCount; i++) { PhysicsBody currentBody = 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(currentBody, j); int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj); DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions } } DrawText("Left mouse button in polygon area to shatter body\nPress '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 //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }