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| author | raysan5 <raysan5@gmail.com> | 2016-01-20 19:09:48 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-01-20 19:09:48 +0100 |
| commit | c5663ca015e550ab8e2a43c10fa72db0aab7cac8 (patch) | |
| tree | 17b31aadd4694efd35240dc0b7412109c921c38f /examples/physics_basic_rigidbody.c | |
| parent | 51c0b61a432e424c04b32800c98b064c34b01153 (diff) | |
| download | raylib-c5663ca015e550ab8e2a43c10fa72db0aab7cac8.tar.gz raylib-c5663ca015e550ab8e2a43c10fa72db0aab7cac8.zip | |
Some formatting tweaks
Diffstat (limited to 'examples/physics_basic_rigidbody.c')
| -rw-r--r-- | examples/physics_basic_rigidbody.c | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c index 17d6564f..b82fe638 100644 --- a/examples/physics_basic_rigidbody.c +++ b/examples/physics_basic_rigidbody.c @@ -32,28 +32,30 @@ int main() int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody"); - SetTargetFPS(60); // Enable v-sync + InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) // Physics initialization - Physics worldPhysics = {true, false, (Vector2){0, -9.81f}}; + Physics worldPhysics = { true, false, (Vector2){ 0, -9.81f } }; // Set internal physics settings SetPhysics(worldPhysics); // 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, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0}); + 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}); // 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, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); // Object properties initialization float moveSpeed = 6.0f; - float jumpForce = 4.5f; + float jumpForce = 5.0f; + + SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop @@ -67,7 +69,7 @@ int main() ApplyPhysics(PLAYER_INDEX, &player.position); // Check jump button input - if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded) + 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}); @@ -77,12 +79,12 @@ int main() } // Check movement buttons input - if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) + 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)) + 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}); @@ -110,12 +112,12 @@ int main() DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY); // Check if debug mode is enabled - if(worldPhysics.debug) + if (worldPhysics.debug) { // Draw every internal physics stored collider if it is active - for(int i = 0; i < 2; i++) + for (int i = 0; i < 2; i++) { - if(GetCollider(i).enabled) + if (GetCollider(i).enabled) { DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); } |
