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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_forces.c
parent7128ef686d9c09d0ec3b413c07bb1cc24f03d219 (diff)
downloadraylib-dc68205a18168a611b11d3b042a806edcdd96781.tar.gz
raylib-dc68205a18168a611b11d3b042a806edcdd96781.zip
Updated and improved physac examples
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diff --git a/examples/physics_forces.c b/examples/physics_forces.c
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+/*******************************************************************************************
+*
+* 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;
+} \ No newline at end of file