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authorRay <raysan5@gmail.com>2016-03-16 17:28:47 +0100
committerRay <raysan5@gmail.com>2016-03-16 17:28:47 +0100
commitd0e26247f4e4edd4492611dc52cc964bbafefe27 (patch)
treefdcff3cec11ba96e3e83db303374e79d1608fd87 /examples
parent5bcda7bf1526c40f605de3abcde4fd10d81c6cc5 (diff)
parent0caf925d5dc32e03852e3bf3d5fc5e31bc065f03 (diff)
downloadraylib-d0e26247f4e4edd4492611dc52cc964bbafefe27.tar.gz
raylib-d0e26247f4e4edd4492611dc52cc964bbafefe27.zip
Merge pull request #103 from victorfisac/develop
physac module redesign (2/3)
Diffstat (limited to 'examples')
-rw-r--r--examples/physics_basic_rigidbody.c90
-rw-r--r--examples/physics_forces.c160
2 files changed, 201 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();
//----------------------------------------------------------------------------------
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;
+} \ No newline at end of file