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authorvictorfisac <victorfisac@gmail.com>2016-11-21 20:31:07 +0100
committervictorfisac <victorfisac@gmail.com>2016-11-21 20:31:07 +0100
commitd0fca7e02b56a88d26a40d96e8e4842c8c29a2fd (patch)
treee7edc9a00f325e6047e60c0de8ca5d24fc9d6006 /examples
parentaa9353feb4bab7fbbc058afdce634c0ae24e6110 (diff)
downloadraylib-d0fca7e02b56a88d26a40d96e8e4842c8c29a2fd.tar.gz
raylib-d0fca7e02b56a88d26a40d96e8e4842c8c29a2fd.zip
Removed old Physac examples
Diffstat (limited to 'examples')
-rw-r--r--examples/physics_basic_rigidbody.c135
-rw-r--r--examples/physics_basic_rigidbody.pngbin15294 -> 0 bytes
-rw-r--r--examples/physics_forces.c193
-rw-r--r--examples/physics_forces.pngbin17935 -> 0 bytes
4 files changed, 0 insertions, 328 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c
deleted file mode 100644
index 87316a98..00000000
--- a/examples/physics_basic_rigidbody.c
+++ /dev/null
@@ -1,135 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [physac] example - Basic rigidbody
-*
-* 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)
-*
-* NOTE:
-* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
-* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
-* found inside raylib/src/external/pthread directory.
-*
-* Add pthread library when compiling physac example:
-* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
-* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
-*
-* Note that pthreadGC2.dll must be also copied to project directory!
-*
-* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define PHYSAC_IMPLEMENTATION
-#include "physac.h"
-
-#define MOVE_VELOCITY 5
-#define JUMP_VELOCITY 30
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
- InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
-
- // Debug variables
- bool isDebug = false;
-
- // Create rectangle physic object
- PhysicBody rectangle = CreatePhysicBody((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;
-
- // Create square physic object
- PhysicBody square = CreatePhysicBody((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;
-
- // Create walls physic objects
- PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
- PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
-
- // Create pplatform physic object
- PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Check rectangle movement inputs
- if (IsKeyPressed('W')) 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 square movement inputs
- 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;
-
- // Check debug switch input
- if (IsKeyPressed('P')) isDebug = !isDebug;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw floor, roof and walls rectangles
- DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
- DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
- DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
-
- // Draw middle platform rectangle
- DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
-
- // Draw physic objects
- DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
- DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
-
- // Draw collider lines if debug is enabled
- 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(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 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);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics (including all loaded objects)
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/physics_basic_rigidbody.png b/examples/physics_basic_rigidbody.png
deleted file mode 100644
index 52f265ac..00000000
--- a/examples/physics_basic_rigidbody.png
+++ /dev/null
Binary files differ
diff --git a/examples/physics_forces.c b/examples/physics_forces.c
deleted file mode 100644
index e45cb44c..00000000
--- a/examples/physics_forces.c
+++ /dev/null
@@ -1,193 +0,0 @@
-/*******************************************************************************************
-*
-* 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)
-*
-* NOTE:
-* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
-* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
-* found inside raylib/src/external/pthread directory.
-*
-* Add pthread library when compiling physac example:
-* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
-* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
-*
-* Note that pthreadGC2.dll must be also copied to project directory!
-*
-* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define PHYSAC_IMPLEMENTATION
-#include "physac.h"
-
-#define FORCE_AMOUNT 5.0f
-#define FORCE_RADIUS 150
-#define LINE_LENGTH 75
-#define TRIANGLE_LENGTH 12
-
-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
-
- // Global variables
- Vector2 mousePosition;
- bool isDebug = false;
-
- // Create rectangle physic objects
- PhysicBody rectangles[3];
- for (int i = 0; i < 3; i++)
- {
- rectangles[i] = CreatePhysicBody((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
- // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
- PhysicBody circles[3];
- for (int i = 0; i < 3; i++)
- {
- circles[i] = CreatePhysicBody((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
- PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
- PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
-
- // 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 lines
- 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);
-
- // Calculate arrow start and end positions
- Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
- Vector2 endPosition = { 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) };
-
- // Draw arrow line
- DrawLineV(startPosition, endPosition, BLACK);
-
- // Draw arrow triangle
- DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, 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 lines
- 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);
-
- // Calculate arrow start and end positions
- Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
- Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
-
- // Draw arrow line
- DrawLineV(startPosition, endPosition, BLACK);
-
- // Draw arrow triangle
- DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
- (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, 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);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics module
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/physics_forces.png b/examples/physics_forces.png
deleted file mode 100644
index 832bdbd9..00000000
--- a/examples/physics_forces.png
+++ /dev/null
Binary files differ