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| author | raysan5 <raysan5@gmail.com> | 2016-01-20 19:09:48 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-01-20 19:09:48 +0100 |
| commit | c5663ca015e550ab8e2a43c10fa72db0aab7cac8 (patch) | |
| tree | 17b31aadd4694efd35240dc0b7412109c921c38f /examples | |
| parent | 51c0b61a432e424c04b32800c98b064c34b01153 (diff) | |
| download | raylib-c5663ca015e550ab8e2a43c10fa72db0aab7cac8.tar.gz raylib-c5663ca015e550ab8e2a43c10fa72db0aab7cac8.zip | |
Some formatting tweaks
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/physics_basic_rigidbody.c | 24 | ||||
| -rw-r--r-- | examples/physics_rigidbody_force.c | 37 |
2 files changed, 33 insertions, 28 deletions
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c index 17d6564f..b82fe638 100644 --- a/examples/physics_basic_rigidbody.c +++ b/examples/physics_basic_rigidbody.c @@ -32,28 +32,30 @@ int main() int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody"); - SetTargetFPS(60); // Enable v-sync + InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) // Physics initialization - Physics worldPhysics = {true, false, (Vector2){0, -9.81f}}; + Physics worldPhysics = { true, false, (Vector2){ 0, -9.81f } }; // Set internal physics settings SetPhysics(worldPhysics); // 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, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0}); + 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}); // 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, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); // Object properties initialization float moveSpeed = 6.0f; - float jumpForce = 4.5f; + float jumpForce = 5.0f; + + SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop @@ -67,7 +69,7 @@ int main() ApplyPhysics(PLAYER_INDEX, &player.position); // Check jump button input - if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded) + 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}); @@ -77,12 +79,12 @@ int main() } // Check movement buttons input - if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) + 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)) + 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}); @@ -110,12 +112,12 @@ int main() 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(worldPhysics.debug) + if (worldPhysics.debug) { // Draw every internal physics stored collider if it is active - for(int i = 0; i < 2; i++) + for (int i = 0; i < 2; i++) { - if(GetCollider(i).enabled) + if (GetCollider(i).enabled) { DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); } diff --git a/examples/physics_rigidbody_force.c b/examples/physics_rigidbody_force.c index 726e7c67..3ac560c5 100644 --- a/examples/physics_rigidbody_force.c +++ b/examples/physics_rigidbody_force.c @@ -11,11 +11,11 @@ #include "raylib.h" -#define MAX_OBJECTS 5 -#define OBJECTS_OFFSET 150 +#define MAX_OBJECTS 5 +#define OBJECTS_OFFSET 150 -#define FORCE_INTENSITY 250.0f // Customize by user -#define FORCE_RADIUS 100 // Customize by user +#define FORCE_INTENSITY 250.0f // Customize by user +#define FORCE_RADIUS 100 // Customize by user int main() { @@ -25,7 +25,7 @@ int main() int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces"); - SetTargetFPS(60); // Enable v-sync + InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) // Physics initialization @@ -36,17 +36,20 @@ int main() // Objects initialization Transform objects[MAX_OBJECTS]; - for(int i = 0; i < MAX_OBJECTS; i++) + + 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, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0}); + 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, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); + + SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop @@ -57,19 +60,19 @@ int main() // 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++) + for (int i = 0; i < MAX_OBJECTS; i++) { ApplyPhysics(i, &objects[i].position); } // Check foce button input - if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS); } // Check debug mode toggle button input - if(IsKeyPressed(KEY_P)) + if (IsKeyPressed(KEY_P)) { // Update program physics value worldPhysics.debug = !worldPhysics.debug; @@ -86,21 +89,21 @@ int main() ClearBackground(RAYWHITE); // Check if debug mode is enabled - if(worldPhysics.debug) + if (worldPhysics.debug) { // Draw every internal physics stored collider if it is active (floor included) - for(int i = 0; i < MAX_OBJECTS + 1; i++) + for (int i = 0; i < MAX_OBJECTS + 1; i++) { - if(GetCollider(i).enabled) + 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) + 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)) + 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); } @@ -114,7 +117,7 @@ int main() else { // Draw objects - for(int i = 0; i < MAX_OBJECTS; i++) + 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); } |
