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authorvictorfisac <victorfisac@gmail.com>2016-03-16 12:46:12 +0100
committervictorfisac <victorfisac@gmail.com>2016-03-16 12:46:12 +0100
commitdc68205a18168a611b11d3b042a806edcdd96781 (patch)
tree8df43908af929fc6e4fb5d89529dfc8918e154d1 /examples/physics_basic_rigidbody.c
parent7128ef686d9c09d0ec3b413c07bb1cc24f03d219 (diff)
downloadraylib-dc68205a18168a611b11d3b042a806edcdd96781.tar.gz
raylib-dc68205a18168a611b11d3b042a806edcdd96781.zip
Updated and improved physac examples
Diffstat (limited to 'examples/physics_basic_rigidbody.c')
-rw-r--r--examples/physics_basic_rigidbody.c90
1 files changed, 41 insertions, 49 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c
index c604dd14..f0edba72 100644
--- a/examples/physics_basic_rigidbody.c
+++ b/examples/physics_basic_rigidbody.c
@@ -12,7 +12,7 @@
#include "raylib.h"
#define MOVE_VELOCITY 5
-#define JUMP_VELOCITY 35
+#define JUMP_VELOCITY 30
int main()
{
@@ -22,42 +22,34 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
- InitPhysics(); // Initialize physics module
+ InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
SetTargetFPS(60);
// Debug variables
bool isDebug = false;
- // Player physic object
- PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
- player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
- player->rigidbody.applyGravity = true;
- player->rigidbody.friction = 0.3f;
- player->collider.enabled = true; // Enable physic object collisions detection
+ // 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;
- // Player physic object
- PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
- player2->rigidbody.enabled = true;
- player2->rigidbody.applyGravity = true;
- player2->rigidbody.friction = 0.1f;
- player2->collider.enabled = true;
+ // 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;
- // Floor physic object
+ // Create walls physic objects
PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
- floor->collider.enabled = true; // Enable just physic object collisions detection
-
- // Left wall physic object
PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- leftWall->collider.enabled = true;
-
- // Right wall physic object
PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- rightWall->collider.enabled = true;
+ PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
- // Platform physic objectdd
+ // Create pplatform physic object
PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
- platform->collider.enabled = true;
//--------------------------------------------------------------------------------------
@@ -68,20 +60,18 @@ int main()
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
- // Check debug switch input
- if (IsKeyPressed('P')) isDebug = !isDebug;
-
- // Check player movement inputs
- if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY;
-
- if (IsKeyDown('A')) player->rigidbody.velocity.x = -MOVE_VELOCITY;
- else if (IsKeyDown('D')) player->rigidbody.velocity.x = MOVE_VELOCITY;
+ // 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 player 2 movement inputs
- if (IsKeyDown(KEY_UP) && player2->rigidbody.isGrounded) player2->rigidbody.velocity.y = JUMP_VELOCITY;
+ 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;
- if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY;
- else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY;
+ // Check debug switch input
+ if (IsKeyPressed('P')) isDebug = !isDebug;
//----------------------------------------------------------------------------------
// Draw
@@ -89,29 +79,31 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
+
+ // Convert transform values to rectangle data type variable
+ DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);
+ DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
+ DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
+ DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
+
+ DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
+
+ DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
+ DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
if (isDebug)
{
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(player->collider.bounds.x, player->collider.bounds.y, player->collider.bounds.width, player->collider.bounds.height, GREEN);
- DrawRectangleLines(player2->collider.bounds.x, player2->collider.bounds.y, player2->collider.bounds.width, player2->collider.bounds.height, GREEN);
- }
- else
- {
- // Convert transform values to rectangle data type variable
- DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(player->transform), RED);
- DrawRectangleRec(TransformToRectangle(player2->transform), BLUE);
+ 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 all physic object information in specific screen position and font size
- // DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10);
+ // 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();
//----------------------------------------------------------------------------------