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| author | victorfisac <victorfisac@gmail.com> | 2016-03-16 12:46:12 +0100 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-03-16 12:46:12 +0100 |
| commit | dc68205a18168a611b11d3b042a806edcdd96781 (patch) | |
| tree | 8df43908af929fc6e4fb5d89529dfc8918e154d1 /examples/physics_forces.c | |
| parent | 7128ef686d9c09d0ec3b413c07bb1cc24f03d219 (diff) | |
| download | raylib-dc68205a18168a611b11d3b042a806edcdd96781.tar.gz raylib-dc68205a18168a611b11d3b042a806edcdd96781.zip | |
Updated and improved physac examples
Diffstat (limited to 'examples/physics_forces.c')
| -rw-r--r-- | examples/physics_forces.c | 160 |
1 files changed, 160 insertions, 0 deletions
diff --git a/examples/physics_forces.c b/examples/physics_forces.c new file mode 100644 index 00000000..2afd14ee --- /dev/null +++ b/examples/physics_forces.c @@ -0,0 +1,160 @@ +/******************************************************************************************* +* +* raylib [physac] example - Forces +* +* 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) +* +********************************************************************************************/ + +#include "raylib.h" +#include "math.h" + +#define FORCE_AMOUNT 5.0f +#define FORCE_RADIUS 150 +#define LINE_LENGTH 100 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces"); + InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module + + SetTargetFPS(60); + + // Global variables + Vector2 mousePosition; + bool isDebug = false; + + // Create rectangle physic objects + PhysicObject *rectangles[3]; + for (int i = 0; i < 3; i++) + { + rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 }); + rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour + rectangles[i]->rigidbody.friction = 0.1f; + } + + // Create circles physic objects + PhysicObject *circles[3]; + for (int i = 0; i < 3; i++) + { + circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 }); + circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour + circles[i]->rigidbody.friction = 0.1f; + circles[i]->collider.type = COLLIDER_CIRCLE; + circles[i]->collider.radius = 25; + } + + // Create walls physic objects + PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); + PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); + + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdatePhysics(); // Update all created physic objects + + // Update mouse position value + mousePosition = GetMousePosition(); + + // Check force input + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS); + + // Check reset input + if (IsKeyPressed('R')) + { + // Reset rectangle physic objects positions + for (int i = 0; i < 3; i++) + { + rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 }; + rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; + } + + // Reset circles physic objects positions + for (int i = 0; i < 3; i++) + { + circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }; + circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f }; + } + } + + // Check debug switch input + if (IsKeyPressed('P')) isDebug = !isDebug; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw rectangles + for (int i = 0; i < 3; i++) + { + // Convert transform values to rectangle data type variable + DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED); + if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN); + + // Draw force radius + DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); + + // Draw direction line + if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS)) + { + Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y }; + float angle = atan2l(direction.y, direction.x); + + DrawLineV((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, + (Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) }, BLACK); + } + } + + // Draw circles + for (int i = 0; i < 3; i++) + { + DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE); + if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN); + + // Draw force radius + DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK); + + // Draw direction line + if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS)) + { + Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y }; + float angle = atan2l(direction.y, direction.x); + + DrawLineV((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, + (Vector2){ circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }, BLACK); + } + } + + // Draw help messages + DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY); + DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + ClosePhysics(); // Unitialize physics module + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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