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| author | Ray <raysan5@gmail.com> | 2016-03-05 20:16:52 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-03-05 20:16:52 +0100 |
| commit | 893facdf6d81a430f5291407afac0e70627d0f0d (patch) | |
| tree | 57de4433c40ea9a046322df655e45253390659e9 /examples | |
| parent | 0d911127d759e3f507b598c1666da1635c863e51 (diff) | |
| parent | 78e4772f21cda45c219ce88a713708b6b0680e8f (diff) | |
| download | raylib-893facdf6d81a430f5291407afac0e70627d0f0d.tar.gz raylib-893facdf6d81a430f5291407afac0e70627d0f0d.zip | |
Merge pull request #101 from victorfisac/develop
Redesigned physac module (IN PROGRESS)
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/physics_basic_rigidbody.c | 131 | ||||
| -rw-r--r-- | examples/physics_rigidbody_force.c | 135 | ||||
| -rw-r--r-- | examples/physics_rigidbody_force.png | bin | 18510 -> 0 bytes |
3 files changed, 67 insertions, 199 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c index 6c354eb7..c604dd14 100644 --- a/examples/physics_basic_rigidbody.c +++ b/examples/physics_basic_rigidbody.c @@ -1,8 +1,8 @@ /******************************************************************************************* * -* raylib [physac] physics example - Basic rigidbody +* raylib [physac] example - Basic rigidbody * -* This example has been created using raylib 1.4 (www.raylib.com) +* 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) @@ -11,8 +11,8 @@ #include "raylib.h" -#define OBJECT_SIZE 50 -#define PLAYER_INDEX 0 +#define MOVE_VELOCITY 5 +#define JUMP_VELOCITY 35 int main() { @@ -20,28 +20,45 @@ int main() //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody"); - InitPhysics(3); // Initialize physics system with maximum physic objects + InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody"); + InitPhysics(); // Initialize physics module - // 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, 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}); + SetTargetFPS(60); - // 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, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + // Debug variables + bool isDebug = false; - // Object properties initialization - float moveSpeed = 6.0f; - float jumpForce = 5.0f; + // 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 - bool physicsDebug = false; + // 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; + + // Floor physic object + 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; + + // Platform physic objectdd + PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); + platform->collider.enabled = true; - SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop @@ -49,35 +66,22 @@ int main() { // Update //---------------------------------------------------------------------------------- + UpdatePhysics(); // Update all created physic objects - // 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 debug switch input + if (IsKeyPressed('P')) isDebug = !isDebug; - // 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 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 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 player 2 movement inputs + if (IsKeyDown(KEY_UP) && player2->rigidbody.isGrounded) player2->rigidbody.velocity.y = JUMP_VELOCITY; - // Check debug mode toggle button input - if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug; + if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY; + else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY; //---------------------------------------------------------------------------------- // Draw @@ -86,28 +90,28 @@ int main() 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 (physicsDebug) + if (isDebug) { - // 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); - } - } + 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(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 { - // Draw player and floor - DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY); - DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); + // 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); } + + // Draw all physic object information in specific screen position and font size + // DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10); EndDrawing(); //---------------------------------------------------------------------------------- @@ -115,8 +119,7 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - UnloadPhysics(); // Unload physic objects - + ClosePhysics(); // Unitialize physics module CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/physics_rigidbody_force.c b/examples/physics_rigidbody_force.c deleted file mode 100644 index 74a88a97..00000000 --- a/examples/physics_rigidbody_force.c +++ /dev/null @@ -1,135 +0,0 @@ -/******************************************************************************************* -* -* raylib [physac] physics example - Rigidbody forces -* -* This example has been created using raylib 1.4 (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" - -#define MAX_OBJECTS 5 -#define OBJECTS_OFFSET 150 - -#define FORCE_INTENSITY 250.0f // Customize by user -#define FORCE_RADIUS 100 // Customize by user - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces"); - - InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects - - // Physic Objects initialization - Transform objects[MAX_OBJECTS]; - - for (int i = 0; i < MAX_OBJECTS; i++) - { - objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}}; - AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0}); - AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f}); - } - - // 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(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); - - bool physicsDebug = false; - - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // 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) - for (int i = 0; i < MAX_OBJECTS; i++) - { - ApplyPhysics(i, &objects[i].position); - } - - // Check foce button input - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) - { - AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS); - } - - // Check debug mode toggle button input - if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug; - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - // Check if debug mode is enabled - if (physicsDebug) - { - // Draw every internal physics stored collider if it is active (floor included) - for (int i = 0; i < MAX_OBJECTS; i++) - { - if (GetCollider(i).enabled) - { - // Draw collider bounds - DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); - - // Check if current collider is not floor - if (i < MAX_OBJECTS) - { - // Draw lines between mouse position and objects if they are in force range - if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS)) - { - DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED); - } - } - } - } - - // Draw radius circle - DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED); - } - else - { - // Draw objects - for (int i = 0; i < MAX_OBJECTS; i++) - { - DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY); - } - - // Draw floor - DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); - } - - - // Draw help messages - DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 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); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadPhysics(); // Unload physic objects - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} diff --git a/examples/physics_rigidbody_force.png b/examples/physics_rigidbody_force.png Binary files differdeleted file mode 100644 index 48afa91b..00000000 --- a/examples/physics_rigidbody_force.png +++ /dev/null |
