/******************************************************************************************* * * raylib [physac] example - physics friction * * 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 friction"); // 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) PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10); wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) // Create left ramp physics body PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10); rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD); // Create right ramp physics body PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10); rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions) SetPhysicsBodyRotation(rectRight, 330*DEG2RAD); // Create dynamic physics bodies PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10); bodyA->staticFriction = 0.1f; bodyA->dynamicFriction = 0.1f; SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10); bodyB->staticFriction = 1.0f; bodyB->dynamicFriction = 1.0f; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); 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 system { // Reset dynamic physics bodies position, velocity and rotation bodyA->position = (Vector2){ 35, screenHeight*0.6f }; bodyA->velocity = (Vector2){ 0, 0 }; bodyA->angularVelocity = 0; SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f }; bodyB->velocity = (Vector2){ 0, 0 }; bodyB->angularVelocity = 0; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); } //---------------------------------------------------------------------------------- // 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); if (body != NULL) { 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 } } } DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK); DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE); DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE); DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->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 //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }