diff options
| author | victorfisac <victorfisac@gmail.com> | 2015-12-21 21:12:35 +0100 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2015-12-21 21:12:35 +0100 |
| commit | e683fe88b9ab0fde76521a0367cdff4c229ac60c (patch) | |
| tree | f51d6412b2064c555dcb1426d1775fb3b2d49558 /examples/physics_basic_rigidbody.c | |
| parent | 1bcb5ddd505e5c4bdac6f254e931e9c3145be88d (diff) | |
| download | raylib-e683fe88b9ab0fde76521a0367cdff4c229ac60c.tar.gz raylib-e683fe88b9ab0fde76521a0367cdff4c229ac60c.zip | |
Added physics engine-module and example
- Added new physics engine-module with four new data types: Physics,
Transform, Rigidbody and Collider. This library contains functions to
apply physics calculations to a position vector calculating collisions
automatically.
- Fixed some writing mistakes of lighting module.
Diffstat (limited to 'examples/physics_basic_rigidbody.c')
| -rw-r--r-- | examples/physics_basic_rigidbody.c | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c new file mode 100644 index 00000000..2f3fffbc --- /dev/null +++ b/examples/physics_basic_rigidbody.c @@ -0,0 +1,144 @@ +/******************************************************************************************* +* +* raylib [physics] example - Basic rigidbody +* +* Welcome to raylib! +* +* To test examples, just press F6 and execute raylib_compile_execute script +* Note that compiled executable is placed in the same folder as .c file +* +* You can find all basic examples on C:\raylib\raylib\examples folder or +* raylib official webpage: www.raylib.com +* +* Enjoy using raylib. :) +* +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define OBJECT_SIZE 50 +#define PLAYER_INDEX 0 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + 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}}; + + // 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}); + 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}); + + // Object properties initialization + float moveSpeed = 6.0f; + float jumpForce = 4.5f; + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // 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 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 debug mode toggle button input + if(IsKeyPressed(KEY_P)) + { + // Update program physics value + worldPhysics.debug = !worldPhysics.debug; + + // Update internal physics value + SetPhysics(worldPhysics); + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // 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); + + // Check if debug mode is enabled + if(worldPhysics.debug) + { + // 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 player + DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY); + + // Draw floor + DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file |
