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+/*******************************************************************************************
+*
+* raylib [physac] physics example - Basic rigidbody
+*
+* 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 OBJECT_SIZE 50
+#define PLAYER_INDEX 0
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
+
+ InitPhysics(3); // Initialize physics system with maximum physic objects
+
+ // 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});
+
+ // 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});
+
+ // Object properties initialization
+ float moveSpeed = 6.0f;
+ float jumpForce = 5.0f;
+
+ 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)
+ ApplyPhysics(PLAYER_INDEX, &player.position);
+
+ // 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 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 debug mode toggle button input
+ if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ 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)
+ {
+ // 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);
+ }
+ }
+ }
+ 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);
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadPhysics(); // Unload physic objects
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file