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authorRay <raysan5@gmail.com>2016-06-06 20:46:06 +0200
committerRay <raysan5@gmail.com>2016-06-06 20:46:06 +0200
commit1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf (patch)
tree0aba231bb77034cae38dc44e39d53b63197c6a2c /examples/physics_basic_rigidbody.c
parent75a73d94171051037fcf670852877977d9251520 (diff)
parent4dada3269374a82fa2c4a06bd29dfc0f37a64380 (diff)
downloadraylib-1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf.tar.gz
raylib-1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf.zip
Merge pull request #125 from raysan5/develop
Develop branch integration
Diffstat (limited to 'examples/physics_basic_rigidbody.c')
-rw-r--r--examples/physics_basic_rigidbody.c131
1 files changed, 65 insertions, 66 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c
index 6c354eb7..cd09f070 100644
--- a/examples/physics_basic_rigidbody.c
+++ b/examples/physics_basic_rigidbody.c
@@ -1,8 +1,8 @@
/*******************************************************************************************
*
-* raylib [physac] physics example - Basic rigidbody
+* raylib [physac] example - Basic rigidbody
*
-* This example has been created using raylib 1.4 (www.raylib.com)
+* 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)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
@@ -11,8 +11,8 @@
#include "raylib.h"
-#define OBJECT_SIZE 50
-#define PLAYER_INDEX 0
+#define MOVE_VELOCITY 5
+#define JUMP_VELOCITY 30
int main()
{
@@ -20,28 +20,37 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
- InitPhysics(3); // Initialize physics system with maximum physic objects
+ InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
+ InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
- // Object initialization
- Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
- AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
- AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
+ SetTargetFPS(60);
- // Floor initialization
- // NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
- Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
- AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
+ // Debug variables
+ bool isDebug = false;
- // Object properties initialization
- float moveSpeed = 6.0f;
- float jumpForce = 5.0f;
+ // Create rectangle physic object
+ PhysicObject rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
+ rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
+ rectangle->rigidbody.applyGravity = true;
+ rectangle->rigidbody.friction = 0.1f;
+ rectangle->rigidbody.bounciness = 6.0f;
- bool physicsDebug = false;
+ // Create square physic object
+ PhysicObject square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
+ square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
+ square->rigidbody.applyGravity = true;
+ square->rigidbody.friction = 0.1f;
+
+ // Create walls physic objects
+ PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
+ PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
+ PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
+ PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
+
+ // Create pplatform physic object
+ PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
- SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@@ -49,35 +58,20 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
+ UpdatePhysics(); // Update all created physic objects
- // Update object physics
- // NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
- ApplyPhysics(PLAYER_INDEX, &player.position);
-
- // Check jump button input
- if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
- {
- // Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
- SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
-
- // Add jumping force in Y axis
- AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
- }
+ // Check rectangle movement inputs
+ if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
+ if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
+ else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
- // Check movement buttons input
- if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
- {
- // Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
- SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
- }
- else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
- {
- // Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
- SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
- }
+ // Check square movement inputs
+ if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
+ if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
+ else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
- // Check debug mode toggle button input
- if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
+ // Check debug switch input
+ if (IsKeyPressed('P')) isDebug = !isDebug;
//----------------------------------------------------------------------------------
// Draw
@@ -85,29 +79,34 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
+
+ // Draw floor, roof and walls rectangles
+ DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
+ DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
+ DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
+ DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
- // Draw information
- DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
- DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
+ // Draw middle platform rectangle
+ DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
- // Check if debug mode is enabled
- if (physicsDebug)
- {
- // Draw every internal physics stored collider if it is active
- for (int i = 0; i < 2; i++)
- {
- if (GetCollider(i).enabled)
- {
- DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
- }
- }
- }
- else
+ // Draw physic objects
+ DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
+ DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
+
+ // Draw collider lines if debug is enabled
+ if (isDebug)
{
- // Draw player and floor
- DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
- DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
+ DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
+ DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
+ DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
+ DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
+ DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
+ DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
+ DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
}
+
+ // Draw help message
+ DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -115,7 +114,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadPhysics(); // Unload physic objects
+ ClosePhysics(); // Unitialize physics (including all loaded objects)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------