Update C sources, add new functions and rename package to
This commit is contained in:
parent
391c25482d
commit
08aa518a46
156 changed files with 34542 additions and 19573 deletions
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@ -30,28 +30,28 @@ func (g *Game) Init() {
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// Update - Update game
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func (g *Game) Update() {
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// Keys 1-9 switch demos
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switch raylib.GetKeyPressed() {
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case raylib.KeyOne:
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switch rl.GetKeyPressed() {
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case rl.KeyOne:
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g.Demo1()
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case raylib.KeyTwo:
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case rl.KeyTwo:
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g.Demo2()
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case raylib.KeyThree:
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case rl.KeyThree:
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g.Demo3()
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case raylib.KeyFour:
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case rl.KeyFour:
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g.Demo4()
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case raylib.KeyFive:
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case rl.KeyFive:
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g.Demo5()
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case raylib.KeySix:
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case rl.KeySix:
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g.Demo6()
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case raylib.KeySeven:
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case rl.KeySeven:
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g.Demo7()
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case raylib.KeyEight:
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case rl.KeyEight:
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g.Demo8()
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case raylib.KeyNine:
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case rl.KeyNine:
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g.Demo9()
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}
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g.TimeStep = float64(raylib.GetFrameTime())
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g.TimeStep = float64(rl.GetFrameTime())
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// Physics steps calculations
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g.World.Step(g.TimeStep)
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@ -66,7 +66,7 @@ func (g *Game) Draw() {
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g.DrawJoint(j)
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}
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raylib.DrawText("Use keys 1-9 to switch current demo", 20, 20, 10, raylib.RayWhite)
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rl.DrawText("Use keys 1-9 to switch current demo", 20, 20, 10, rl.RayWhite)
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}
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// DrawBody - Draw body
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@ -83,10 +83,10 @@ func (g *Game) DrawBody(b *box2d.Body) {
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v3 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{h.X, h.Y}))))
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v4 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{-h.X, h.Y}))))
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raylib.DrawLine(int32(v1.X), int32(v1.Y), int32(v2.X), int32(v2.Y), raylib.RayWhite)
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raylib.DrawLine(int32(v2.X), int32(v2.Y), int32(v3.X), int32(v3.Y), raylib.RayWhite)
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raylib.DrawLine(int32(v3.X), int32(v3.Y), int32(v4.X), int32(v4.Y), raylib.RayWhite)
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raylib.DrawLine(int32(v4.X), int32(v4.Y), int32(v1.X), int32(v1.Y), raylib.RayWhite)
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rl.DrawLine(int32(v1.X), int32(v1.Y), int32(v2.X), int32(v2.Y), rl.RayWhite)
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rl.DrawLine(int32(v2.X), int32(v2.Y), int32(v3.X), int32(v3.Y), rl.RayWhite)
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rl.DrawLine(int32(v3.X), int32(v3.Y), int32(v4.X), int32(v4.Y), rl.RayWhite)
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rl.DrawLine(int32(v4.X), int32(v4.Y), int32(v1.X), int32(v1.Y), rl.RayWhite)
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}
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// DrawJoint - Draw joint
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@ -111,8 +111,8 @@ func (g *Game) DrawJoint(j *box2d.Joint) {
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x2 = o.Add(S.MulV(x2))
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p2 = o.Add(S.MulV(p2))
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raylib.DrawLine(int32(x1.X), int32(x1.Y), int32(p1.X), int32(p1.Y), raylib.RayWhite)
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raylib.DrawLine(int32(x2.X), int32(x2.Y), int32(p2.X), int32(p2.Y), raylib.RayWhite)
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rl.DrawLine(int32(x1.X), int32(x1.Y), int32(p1.X), int32(p1.Y), rl.RayWhite)
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rl.DrawLine(int32(x2.X), int32(x2.Y), int32(p2.X), int32(p2.Y), rl.RayWhite)
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}
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// Demo1 - Single box
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@ -489,25 +489,25 @@ func (g *Game) Demo9() {
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}
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func main() {
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raylib.InitWindow(800, 450, "raylib [physics] example - box2d")
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rl.InitWindow(800, 450, "raylib [physics] example - box2d")
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raylib.SetTargetFPS(60)
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rl.SetTargetFPS(60)
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game := NewGame()
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game.Demo1()
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for !raylib.WindowShouldClose() {
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raylib.BeginDrawing()
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for !rl.WindowShouldClose() {
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rl.BeginDrawing()
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raylib.ClearBackground(raylib.Black)
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rl.ClearBackground(rl.Black)
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game.Update()
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game.Draw()
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raylib.EndDrawing()
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rl.EndDrawing()
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}
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raylib.CloseWindow()
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rl.CloseWindow()
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}
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@ -1,163 +1,139 @@
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package main
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import (
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"fmt"
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"math"
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"math/rand"
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"github.com/gen2brain/raylib-go/raylib"
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"github.com/jakecoffman/cp"
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"github.com/vova616/chipmunk"
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"github.com/vova616/chipmunk/vect"
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)
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var grabbableMaskBit uint = 1 << 31
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var grabFilter = cp.ShapeFilter{
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cp.NO_GROUP, grabbableMaskBit, grabbableMaskBit,
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const (
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ballRadius = 25
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ballMass = 1
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)
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// Game type
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type Game struct {
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Space *chipmunk.Space
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Balls []*chipmunk.Shape
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StaticLines []*chipmunk.Shape
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ticksToNextBall int
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}
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func randUnitCircle() cp.Vector {
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v := cp.Vector{X: rand.Float64()*2.0 - 1.0, Y: rand.Float64()*2.0 - 1.0}
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if v.LengthSq() < 1.0 {
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return v
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}
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return randUnitCircle()
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// NewGame - Start new game
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func NewGame() (g Game) {
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g.Init()
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return
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}
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var simpleTerrainVerts = []cp.Vector{
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{350.00, 425.07}, {336.00, 436.55}, {272.00, 435.39}, {258.00, 427.63}, {225.28, 420.00}, {202.82, 396.00},
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{191.81, 388.00}, {189.00, 381.89}, {173.00, 380.39}, {162.59, 368.00}, {150.47, 319.00}, {128.00, 311.55},
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{119.14, 286.00}, {126.84, 263.00}, {120.56, 227.00}, {141.14, 178.00}, {137.52, 162.00}, {146.51, 142.00},
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{156.23, 136.00}, {158.00, 118.27}, {170.00, 100.77}, {208.43, 84.00}, {224.00, 69.65}, {249.30, 68.00},
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{257.00, 54.77}, {363.00, 45.94}, {374.15, 54.00}, {386.00, 69.60}, {413.00, 70.73}, {456.00, 84.89},
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{468.09, 99.00}, {467.09, 123.00}, {464.92, 135.00}, {469.00, 141.03}, {497.00, 148.67}, {513.85, 180.00},
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{509.56, 223.00}, {523.51, 247.00}, {523.00, 277.00}, {497.79, 311.00}, {478.67, 348.00}, {467.90, 360.00},
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{456.76, 382.00}, {432.95, 389.00}, {417.00, 411.32}, {373.00, 433.19}, {361.00, 430.02}, {350.00, 425.07},
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// Init - Initialize game
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func (g *Game) Init() {
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g.createBodies()
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g.ticksToNextBall = 10
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}
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// creates a circle with random placement
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func addCircle(space *cp.Space, radius float64) {
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mass := radius * radius / 25.0
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body := space.AddBody(cp.NewBody(mass, cp.MomentForCircle(mass, 0, radius, cp.Vector{})))
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body.SetPosition(randUnitCircle().Mult(180))
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shape := space.AddShape(cp.NewCircle(body, radius, cp.Vector{}))
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shape.SetElasticity(0)
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shape.SetFriction(0.9)
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}
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// creates a simple terrain to contain bodies
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func simpleTerrain() *cp.Space {
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space := cp.NewSpace()
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space.Iterations = 10
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space.SetGravity(cp.Vector{0, -100})
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space.SetCollisionSlop(0.5)
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offset := cp.Vector{X: -320, Y: -240}
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for i := 0; i < len(simpleTerrainVerts)-1; i++ {
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a := simpleTerrainVerts[i]
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b := simpleTerrainVerts[i+1]
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space.AddShape(cp.NewSegment(space.StaticBody, a.Add(offset), b.Add(offset), 0))
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// Update - Update game
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func (g *Game) Update() {
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g.ticksToNextBall--
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if g.ticksToNextBall == 0 {
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g.ticksToNextBall = rand.Intn(100) + 1
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g.addBall()
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}
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return space
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// Physics steps calculations
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g.step(rl.GetFrameTime())
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}
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// Draw - Draw game
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func (g *Game) Draw() {
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for i := range g.StaticLines {
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x := g.StaticLines[i].GetAsSegment().A.X
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y := g.StaticLines[i].GetAsSegment().A.Y
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x2 := g.StaticLines[i].GetAsSegment().B.X
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y2 := g.StaticLines[i].GetAsSegment().B.Y
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rl.DrawLine(int32(x), int32(y), int32(x2), int32(y2), rl.DarkBlue)
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}
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for _, b := range g.Balls {
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pos := b.Body.Position()
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rl.DrawCircleLines(int32(pos.X), int32(pos.Y), float32(ballRadius), rl.DarkBlue)
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}
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}
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// createBodies sets up the chipmunk space and static bodies
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func (g *Game) createBodies() {
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g.Space = chipmunk.NewSpace()
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g.Space.Gravity = vect.Vect{0, 900}
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staticBody := chipmunk.NewBodyStatic()
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g.StaticLines = []*chipmunk.Shape{
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chipmunk.NewSegment(vect.Vect{250.0, 240.0}, vect.Vect{550.0, 280.0}, 0),
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chipmunk.NewSegment(vect.Vect{550.0, 280.0}, vect.Vect{550.0, 180.0}, 0),
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}
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for _, segment := range g.StaticLines {
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segment.SetElasticity(0.6)
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staticBody.AddShape(segment)
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}
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g.Space.AddBody(staticBody)
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}
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// addBall adds ball to chipmunk space and body
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func (g *Game) addBall() {
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x := rand.Intn(600-200) + 200
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ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius))
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ball.SetElasticity(0.95)
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body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass)))
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body.SetPosition(vect.Vect{vect.Float(x), 0.0})
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body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi))
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body.AddShape(ball)
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g.Space.AddBody(body)
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g.Balls = append(g.Balls, ball)
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}
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// step advances the physics engine and cleans up any balls that are off-screen
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func (g *Game) step(dt float32) {
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g.Space.Step(vect.Float(dt))
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for i := 0; i < len(g.Balls); i++ {
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p := g.Balls[i].Body.Position()
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if p.Y < -100 {
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g.Space.RemoveBody(g.Balls[i].Body)
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g.Balls[i] = nil
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g.Balls = append(g.Balls[:i], g.Balls[i+1:]...)
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i-- // consider same index again
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}
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}
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}
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func main() {
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const width, height = 800, 450
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const physicsTickrate = 1.0 / 60.0
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rl.InitWindow(800, 450, "raylib [physics] example - chipmunk")
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raylib.SetConfigFlags(raylib.FlagVsyncHint)
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raylib.InitWindow(width, height, "raylib [physics] example - chipmunk")
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rl.SetTargetFPS(60)
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offset := raylib.Vector2{X: width / 2, Y: height / 2}
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// since the example ported from elsewhere, flip the camera 180 and offset to center it
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camera := raylib.NewCamera2D(offset, raylib.Vector2{}, 180, 1)
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game := NewGame()
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space := simpleTerrain()
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for i := 0; i < 1000; i++ {
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addCircle(space, 5)
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}
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mouseBody := cp.NewKinematicBody()
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var mouse cp.Vector
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var mouseJoint *cp.Constraint
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for !rl.WindowShouldClose() {
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rl.BeginDrawing()
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var accumulator, dt float32
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lastTime := raylib.GetTime()
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for !raylib.WindowShouldClose() {
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// calculate dt
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now := raylib.GetTime()
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dt = now - lastTime
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lastTime = now
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rl.ClearBackground(rl.RayWhite)
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// update the mouse position
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mousePos := raylib.GetMousePosition()
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// alter the mouse coordinates based on the camera position, rotation
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mouse.X = float64(mousePos.X-camera.Offset.X) * -1
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mouse.Y = float64(mousePos.Y-camera.Offset.Y) * -1
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// smooth mouse movements to new position
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newPoint := mouseBody.Position().Lerp(mouse, 0.25)
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mouseBody.SetVelocityVector(newPoint.Sub(mouseBody.Position()).Mult(60.0))
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mouseBody.SetPosition(newPoint)
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game.Update()
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// handle grabbing
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if raylib.IsMouseButtonPressed(raylib.MouseLeftButton) {
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result := space.PointQueryNearest(mouse, 5, grabFilter)
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if result.Shape != nil && result.Shape.Body().Mass() < cp.INFINITY {
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var nearest cp.Vector
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if result.Distance > 0 {
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nearest = result.Point
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} else {
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nearest = mouse
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}
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game.Draw()
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// create a new constraint where the mouse is to draw the body towards the mouse
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body := result.Shape.Body()
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mouseJoint = cp.NewPivotJoint2(mouseBody, body, cp.Vector{}, body.WorldToLocal(nearest))
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mouseJoint.SetMaxForce(50000)
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mouseJoint.SetErrorBias(math.Pow(1.0-0.15, 60.0))
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space.AddConstraint(mouseJoint)
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}
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} else if raylib.IsMouseButtonReleased(raylib.MouseLeftButton) && mouseJoint != nil {
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space.RemoveConstraint(mouseJoint)
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mouseJoint = nil
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}
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// perform a fixed rate physics tick
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accumulator += dt
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for accumulator >= physicsTickrate {
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space.Step(physicsTickrate)
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accumulator -= physicsTickrate
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}
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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.RayWhite)
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raylib.BeginMode2D(camera)
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// this is a generic way to iterate over the shapes in a space,
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// to avoid the type switch just keep a pointer to the shapes when they've been created
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space.EachShape(func(s *cp.Shape) {
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switch s.Class.(type) {
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case *cp.Segment:
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segment := s.Class.(*cp.Segment)
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a := segment.A()
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b := segment.B()
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raylib.DrawLineV(v(a), v(b), raylib.Black)
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case *cp.Circle:
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circle := s.Class.(*cp.Circle)
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pos := circle.Body().Position()
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raylib.DrawCircleV(v(pos), float32(circle.Radius()), raylib.Red)
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default:
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fmt.Println("unexpected shape", s.Class)
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}
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})
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raylib.EndMode2D()
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raylib.DrawFPS(0, 0)
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raylib.EndDrawing()
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rl.EndDrawing()
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}
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raylib.CloseWindow()
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}
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func v(v cp.Vector) raylib.Vector2 {
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return raylib.Vector2{X: float32(v.X), Y: float32(v.Y)}
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rl.CloseWindow()
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}
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@ -9,46 +9,46 @@ func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
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raylib.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics demo")
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics demo")
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// Physac logo drawing position
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logoX := screenWidth - raylib.MeasureText("Physac", 30) - 10
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logoX := screenWidth - rl.MeasureText("Physac", 30) - 10
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logoY := int32(15)
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// Initialize physics and default physics bodies
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physics.Init()
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// Create floor rectangle physics body
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floor := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
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floor := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
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floor.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
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// Create obstacle circle physics body
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circle := physics.NewBodyCircle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10)
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circle := physics.NewBodyCircle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10)
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circle.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
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raylib.SetTargetFPS(60)
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rl.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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for !rl.WindowShouldClose() {
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// Update created physics objects
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physics.Update()
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if raylib.IsKeyPressed(raylib.KeyR) { // Reset physics input
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if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
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physics.Reset()
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|
||||
floor = physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
|
||||
floor = physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
|
||||
floor.Enabled = false
|
||||
|
||||
circle = physics.NewBodyCircle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10)
|
||||
circle = physics.NewBodyCircle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10)
|
||||
circle.Enabled = false
|
||||
}
|
||||
|
||||
// Physics body creation inputs
|
||||
if raylib.IsMouseButtonPressed(raylib.MouseLeftButton) {
|
||||
physics.NewBodyPolygon(raylib.GetMousePosition(), float32(raylib.GetRandomValue(20, 80)), int(raylib.GetRandomValue(3, 8)), 10)
|
||||
} else if raylib.IsMouseButtonPressed(raylib.MouseRightButton) {
|
||||
physics.NewBodyCircle(raylib.GetMousePosition(), float32(raylib.GetRandomValue(10, 45)), 10)
|
||||
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
|
||||
physics.NewBodyPolygon(rl.GetMousePosition(), float32(rl.GetRandomValue(20, 80)), int(rl.GetRandomValue(3, 8)), 10)
|
||||
} else if rl.IsMouseButtonPressed(rl.MouseRightButton) {
|
||||
physics.NewBodyCircle(rl.GetMousePosition(), float32(rl.GetRandomValue(10, 45)), 10)
|
||||
}
|
||||
|
||||
// Destroy falling physics bodies
|
||||
|
@ -58,11 +58,11 @@ func main() {
|
|||
}
|
||||
}
|
||||
|
||||
raylib.BeginDrawing()
|
||||
rl.BeginDrawing()
|
||||
|
||||
raylib.ClearBackground(raylib.Black)
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
raylib.DrawFPS(screenWidth-90, screenHeight-30)
|
||||
rl.DrawFPS(screenWidth-90, screenHeight-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i, body := range physics.GetBodies() {
|
||||
|
@ -79,21 +79,21 @@ func main() {
|
|||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
raylib.DrawText("Left mouse button to create a polygon", 10, 10, 10, raylib.White)
|
||||
raylib.DrawText("Right mouse button to create a circle", 10, 25, 10, raylib.White)
|
||||
raylib.DrawText("Press 'R' to reset example", 10, 40, 10, raylib.White)
|
||||
rl.DrawText("Left mouse button to create a polygon", 10, 10, 10, rl.White)
|
||||
rl.DrawText("Right mouse button to create a circle", 10, 25, 10, rl.White)
|
||||
rl.DrawText("Press 'R' to reset example", 10, 40, 10, rl.White)
|
||||
|
||||
raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
|
||||
raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
raylib.EndDrawing()
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
raylib.CloseWindow()
|
||||
rl.CloseWindow()
|
||||
}
|
||||
|
|
|
@ -9,67 +9,67 @@ func main() {
|
|||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
|
||||
raylib.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics friction")
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics friction")
|
||||
|
||||
// Physac logo drawing position
|
||||
logoX := screenWidth - raylib.MeasureText("Physac", 30) - 10
|
||||
logoX := screenWidth - rl.MeasureText("Physac", 30) - 10
|
||||
logoY := int32(15)
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
physics.Init()
|
||||
|
||||
// Create floor rectangle physics body
|
||||
floor := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)), float32(screenHeight), 100, 10)
|
||||
floor := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), float32(screenHeight), 100, 10)
|
||||
floor.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
wall := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)*0.8), 10, 80, 10)
|
||||
wall := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)*0.8), 10, 80, 10)
|
||||
wall.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
|
||||
// Create left ramp physics body
|
||||
rectLeft := physics.NewBodyRectangle(raylib.NewVector2(25, float32(screenHeight)-5), 250, 250, 10)
|
||||
rectLeft := physics.NewBodyRectangle(rl.NewVector2(25, float32(screenHeight)-5), 250, 250, 10)
|
||||
rectLeft.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
rectLeft.SetRotation(30 * raylib.Deg2rad)
|
||||
rectLeft.SetRotation(30 * rl.Deg2rad)
|
||||
|
||||
// Create right ramp physics body
|
||||
rectRight := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)-25, float32(screenHeight)-5), 250, 250, 10)
|
||||
rectRight := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)-25, float32(screenHeight)-5), 250, 250, 10)
|
||||
rectRight.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
rectRight.SetRotation(330 * raylib.Deg2rad)
|
||||
rectRight.SetRotation(330 * rl.Deg2rad)
|
||||
|
||||
// Create dynamic physics bodies
|
||||
bodyA := physics.NewBodyRectangle(raylib.NewVector2(35, float32(screenHeight)*0.6), 40, 40, 10)
|
||||
bodyA := physics.NewBodyRectangle(rl.NewVector2(35, float32(screenHeight)*0.6), 40, 40, 10)
|
||||
bodyA.StaticFriction = 0.1
|
||||
bodyA.DynamicFriction = 0.1
|
||||
bodyA.SetRotation(30 * raylib.Deg2rad)
|
||||
bodyA.SetRotation(30 * rl.Deg2rad)
|
||||
|
||||
bodyB := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6), 40, 40, 10)
|
||||
bodyB := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6), 40, 40, 10)
|
||||
bodyB.StaticFriction = 1
|
||||
bodyB.DynamicFriction = 1
|
||||
bodyB.SetRotation(330 * raylib.Deg2rad)
|
||||
bodyB.SetRotation(330 * rl.Deg2rad)
|
||||
|
||||
raylib.SetTargetFPS(60)
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !raylib.WindowShouldClose() {
|
||||
for !rl.WindowShouldClose() {
|
||||
// Physics steps calculations
|
||||
physics.Update()
|
||||
|
||||
if raylib.IsKeyPressed(raylib.KeyR) { // Reset physics input
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
// Reset dynamic physics bodies position, velocity and rotation
|
||||
bodyA.Position = raylib.NewVector2(35, float32(screenHeight)*0.6)
|
||||
bodyA.Velocity = raylib.NewVector2(0, 0)
|
||||
bodyA.Position = rl.NewVector2(35, float32(screenHeight)*0.6)
|
||||
bodyA.Velocity = rl.NewVector2(0, 0)
|
||||
bodyA.AngularVelocity = 0
|
||||
bodyA.SetRotation(30 * raylib.Deg2rad)
|
||||
bodyA.SetRotation(30 * rl.Deg2rad)
|
||||
|
||||
bodyB.Position = raylib.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6)
|
||||
bodyB.Velocity = raylib.NewVector2(0, 0)
|
||||
bodyB.Position = rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6)
|
||||
bodyB.Velocity = rl.NewVector2(0, 0)
|
||||
bodyB.AngularVelocity = 0
|
||||
bodyB.SetRotation(330 * raylib.Deg2rad)
|
||||
bodyB.SetRotation(330 * rl.Deg2rad)
|
||||
}
|
||||
|
||||
raylib.BeginDrawing()
|
||||
rl.BeginDrawing()
|
||||
|
||||
raylib.ClearBackground(raylib.Black)
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
raylib.DrawFPS(screenWidth-90, screenHeight-30)
|
||||
rl.DrawFPS(screenWidth-90, screenHeight-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
bodiesCount := physics.GetBodiesCount()
|
||||
|
@ -89,25 +89,25 @@ func main() {
|
|||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
raylib.DrawRectangle(0, screenHeight-49, screenWidth, 49, raylib.Black)
|
||||
rl.DrawRectangle(0, screenHeight-49, screenWidth, 49, rl.Black)
|
||||
|
||||
raylib.DrawText("Friction amount", (screenWidth-raylib.MeasureText("Friction amount", 30))/2, 75, 30, raylib.White)
|
||||
raylib.DrawText("0.1", int32(bodyA.Position.X)-raylib.MeasureText("0.1", 20)/2, int32(bodyA.Position.Y)-7, 20, raylib.White)
|
||||
raylib.DrawText("1", int32(bodyB.Position.X)-raylib.MeasureText("1", 20)/2, int32(bodyB.Position.Y)-7, 20, raylib.White)
|
||||
rl.DrawText("Friction amount", (screenWidth-rl.MeasureText("Friction amount", 30))/2, 75, 30, rl.White)
|
||||
rl.DrawText("0.1", int32(bodyA.Position.X)-rl.MeasureText("0.1", 20)/2, int32(bodyA.Position.Y)-7, 20, rl.White)
|
||||
rl.DrawText("1", int32(bodyB.Position.X)-rl.MeasureText("1", 20)/2, int32(bodyB.Position.Y)-7, 20, rl.White)
|
||||
|
||||
raylib.DrawText("Press 'R' to reset example", 10, 10, 10, raylib.White)
|
||||
rl.DrawText("Press 'R' to reset example", 10, 10, 10, rl.White)
|
||||
|
||||
raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
|
||||
raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
raylib.EndDrawing()
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
raylib.CloseWindow()
|
||||
rl.CloseWindow()
|
||||
}
|
||||
|
|
|
@ -13,22 +13,22 @@ func main() {
|
|||
screenWidth := float32(800)
|
||||
screenHeight := float32(450)
|
||||
|
||||
raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
|
||||
raylib.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics movement")
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics movement")
|
||||
|
||||
// Physac logo drawing position
|
||||
logoX := int32(screenWidth) - raylib.MeasureText("Physac", 30) - 10
|
||||
logoX := int32(screenWidth) - rl.MeasureText("Physac", 30) - 10
|
||||
logoY := int32(15)
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
physics.Init()
|
||||
|
||||
// Create floor and walls rectangle physics body
|
||||
floor := physics.NewBodyRectangle(raylib.NewVector2(screenWidth/2, screenHeight), screenWidth, 100, 10)
|
||||
platformLeft := physics.NewBodyRectangle(raylib.NewVector2(screenWidth*0.25, screenHeight*0.6), screenWidth*0.25, 10, 10)
|
||||
platformRight := physics.NewBodyRectangle(raylib.NewVector2(screenWidth*0.75, screenHeight*0.6), screenWidth*0.25, 10, 10)
|
||||
wallLeft := physics.NewBodyRectangle(raylib.NewVector2(-5, screenHeight/2), 10, screenHeight, 10)
|
||||
wallRight := physics.NewBodyRectangle(raylib.NewVector2(screenWidth+5, screenHeight/2), 10, screenHeight, 10)
|
||||
floor := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight), screenWidth, 100, 10)
|
||||
platformLeft := physics.NewBodyRectangle(rl.NewVector2(screenWidth*0.25, screenHeight*0.6), screenWidth*0.25, 10, 10)
|
||||
platformRight := physics.NewBodyRectangle(rl.NewVector2(screenWidth*0.75, screenHeight*0.6), screenWidth*0.25, 10, 10)
|
||||
wallLeft := physics.NewBodyRectangle(rl.NewVector2(-5, screenHeight/2), 10, screenHeight, 10)
|
||||
wallRight := physics.NewBodyRectangle(rl.NewVector2(screenWidth+5, screenHeight/2), 10, screenHeight, 10)
|
||||
|
||||
// Disable dynamics to floor and walls physics bodies
|
||||
floor.Enabled = false
|
||||
|
@ -38,38 +38,38 @@ func main() {
|
|||
wallRight.Enabled = false
|
||||
|
||||
// Create movement physics body
|
||||
body := physics.NewBodyRectangle(raylib.NewVector2(screenWidth/2, screenHeight/2), 50, 50, 1)
|
||||
body := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight/2), 50, 50, 1)
|
||||
body.FreezeOrient = true // Constrain body rotation to avoid little collision torque amounts
|
||||
|
||||
raylib.SetTargetFPS(60)
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !raylib.WindowShouldClose() {
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update created physics objects
|
||||
physics.Update()
|
||||
|
||||
if raylib.IsKeyPressed(raylib.KeyR) { // Reset physics input
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
// Reset movement physics body position, velocity and rotation
|
||||
body.Position = raylib.NewVector2(screenWidth/2, screenHeight/2)
|
||||
body.Velocity = raylib.NewVector2(0, 0)
|
||||
body.Position = rl.NewVector2(screenWidth/2, screenHeight/2)
|
||||
body.Velocity = rl.NewVector2(0, 0)
|
||||
body.SetRotation(0)
|
||||
}
|
||||
|
||||
// Physics body creation inputs
|
||||
if raylib.IsKeyDown(raylib.KeyRight) {
|
||||
if rl.IsKeyDown(rl.KeyRight) {
|
||||
body.Velocity.X = velocity
|
||||
} else if raylib.IsKeyDown(raylib.KeyLeft) {
|
||||
} else if rl.IsKeyDown(rl.KeyLeft) {
|
||||
body.Velocity.X = -velocity
|
||||
}
|
||||
|
||||
if raylib.IsKeyDown(raylib.KeyUp) && body.IsGrounded {
|
||||
if rl.IsKeyDown(rl.KeyUp) && body.IsGrounded {
|
||||
body.Velocity.Y = -velocity * 4
|
||||
}
|
||||
|
||||
raylib.BeginDrawing()
|
||||
rl.BeginDrawing()
|
||||
|
||||
raylib.ClearBackground(raylib.Black)
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
raylib.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
|
||||
rl.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i, body := range physics.GetBodies() {
|
||||
|
@ -86,20 +86,20 @@ func main() {
|
|||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
raylib.DrawText("Use 'ARROWS' to move player", 10, 10, 10, raylib.White)
|
||||
raylib.DrawText("Press 'R' to reset example", 10, 30, 10, raylib.White)
|
||||
rl.DrawText("Use 'ARROWS' to move player", 10, 10, 10, rl.White)
|
||||
rl.DrawText("Press 'R' to reset example", 10, 30, 10, rl.White)
|
||||
|
||||
raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
|
||||
raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
raylib.EndDrawing()
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
raylib.CloseWindow()
|
||||
rl.CloseWindow()
|
||||
}
|
||||
|
|
|
@ -13,50 +13,50 @@ func main() {
|
|||
screenWidth := float32(800)
|
||||
screenHeight := float32(450)
|
||||
|
||||
raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
|
||||
raylib.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics restitution")
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics restitution")
|
||||
|
||||
// Physac logo drawing position
|
||||
logoX := int32(screenWidth) - raylib.MeasureText("Physac", 30) - 10
|
||||
logoX := int32(screenWidth) - rl.MeasureText("Physac", 30) - 10
|
||||
logoY := int32(15)
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
physics.Init()
|
||||
|
||||
// Create floor rectangle physics body
|
||||
floor := physics.NewBodyRectangle(raylib.NewVector2(screenWidth/2, screenHeight), screenWidth, 100, 10)
|
||||
floor := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight), screenWidth, 100, 10)
|
||||
floor.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
floor.Restitution = 1
|
||||
|
||||
// Create circles physics body
|
||||
circleA := physics.NewBodyCircle(raylib.NewVector2(screenWidth*0.25, screenHeight/2), 30, 10)
|
||||
circleA := physics.NewBodyCircle(rl.NewVector2(screenWidth*0.25, screenHeight/2), 30, 10)
|
||||
circleA.Restitution = 0
|
||||
circleB := physics.NewBodyCircle(raylib.NewVector2(screenWidth*0.5, screenHeight/2), 30, 10)
|
||||
circleB := physics.NewBodyCircle(rl.NewVector2(screenWidth*0.5, screenHeight/2), 30, 10)
|
||||
circleB.Restitution = 0.5
|
||||
circleC := physics.NewBodyCircle(raylib.NewVector2(screenWidth*0.75, screenHeight/2), 30, 10)
|
||||
circleC := physics.NewBodyCircle(rl.NewVector2(screenWidth*0.75, screenHeight/2), 30, 10)
|
||||
circleC.Restitution = 1
|
||||
|
||||
raylib.SetTargetFPS(60)
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !raylib.WindowShouldClose() {
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update created physics objects
|
||||
physics.Update()
|
||||
|
||||
if raylib.IsKeyPressed(raylib.KeyR) { // Reset physics input
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
// Reset circles physics bodies position and velocity
|
||||
circleA.Position = raylib.NewVector2(screenWidth*0.25, screenHeight/2)
|
||||
circleA.Velocity = raylib.NewVector2(0, 0)
|
||||
circleB.Position = raylib.NewVector2(screenWidth*0.5, screenHeight/2)
|
||||
circleB.Velocity = raylib.NewVector2(0, 0)
|
||||
circleC.Position = raylib.NewVector2(screenWidth*0.75, screenHeight/2)
|
||||
circleC.Velocity = raylib.NewVector2(0, 0)
|
||||
circleA.Position = rl.NewVector2(screenWidth*0.25, screenHeight/2)
|
||||
circleA.Velocity = rl.NewVector2(0, 0)
|
||||
circleB.Position = rl.NewVector2(screenWidth*0.5, screenHeight/2)
|
||||
circleB.Velocity = rl.NewVector2(0, 0)
|
||||
circleC.Position = rl.NewVector2(screenWidth*0.75, screenHeight/2)
|
||||
circleC.Velocity = rl.NewVector2(0, 0)
|
||||
}
|
||||
|
||||
raylib.BeginDrawing()
|
||||
rl.BeginDrawing()
|
||||
|
||||
raylib.ClearBackground(raylib.Black)
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
raylib.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
|
||||
rl.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i, body := range physics.GetBodies() {
|
||||
|
@ -73,24 +73,24 @@ func main() {
|
|||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
raylib.DrawText("Restitution amount", (int32(screenWidth)-raylib.MeasureText("Restitution amount", 30))/2, 75, 30, raylib.White)
|
||||
raylib.DrawText("0", int32(circleA.Position.X)-raylib.MeasureText("0", 20)/2, int32(circleA.Position.Y)-7, 20, raylib.White)
|
||||
raylib.DrawText("0.5", int32(circleB.Position.X)-raylib.MeasureText("0.5", 20)/2, int32(circleB.Position.Y)-7, 20, raylib.White)
|
||||
raylib.DrawText("1", int32(circleC.Position.X)-raylib.MeasureText("1", 20)/2, int32(circleC.Position.Y)-7, 20, raylib.White)
|
||||
rl.DrawText("Restitution amount", (int32(screenWidth)-rl.MeasureText("Restitution amount", 30))/2, 75, 30, rl.White)
|
||||
rl.DrawText("0", int32(circleA.Position.X)-rl.MeasureText("0", 20)/2, int32(circleA.Position.Y)-7, 20, rl.White)
|
||||
rl.DrawText("0.5", int32(circleB.Position.X)-rl.MeasureText("0.5", 20)/2, int32(circleB.Position.Y)-7, 20, rl.White)
|
||||
rl.DrawText("1", int32(circleC.Position.X)-rl.MeasureText("1", 20)/2, int32(circleC.Position.Y)-7, 20, rl.White)
|
||||
|
||||
raylib.DrawText("Press 'R' to reset example", 10, 10, 10, raylib.White)
|
||||
rl.DrawText("Press 'R' to reset example", 10, 10, 10, rl.White)
|
||||
|
||||
raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
|
||||
raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
raylib.EndDrawing()
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
raylib.CloseWindow()
|
||||
rl.CloseWindow()
|
||||
}
|
||||
|
|
|
@ -13,11 +13,11 @@ func main() {
|
|||
screenWidth := float32(800)
|
||||
screenHeight := float32(450)
|
||||
|
||||
raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
|
||||
raylib.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - body shatter")
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - body shatter")
|
||||
|
||||
// Physac logo drawing position
|
||||
logoX := int32(screenWidth) - raylib.MeasureText("Physac", 30) - 10
|
||||
logoX := int32(screenWidth) - rl.MeasureText("Physac", 30) - 10
|
||||
logoY := int32(15)
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
|
@ -25,30 +25,30 @@ func main() {
|
|||
physics.SetGravity(0, 0)
|
||||
|
||||
// Create random polygon physics body to shatter
|
||||
physics.NewBodyPolygon(raylib.NewVector2(screenWidth/2, screenHeight/2), float32(raylib.GetRandomValue(80, 200)), int(raylib.GetRandomValue(3, 8)), 10)
|
||||
physics.NewBodyPolygon(rl.NewVector2(screenWidth/2, screenHeight/2), float32(rl.GetRandomValue(80, 200)), int(rl.GetRandomValue(3, 8)), 10)
|
||||
|
||||
raylib.SetTargetFPS(60)
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !raylib.WindowShouldClose() {
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update created physics objects
|
||||
physics.Update()
|
||||
|
||||
if raylib.IsKeyPressed(raylib.KeyR) { // Reset physics input
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
physics.Reset()
|
||||
|
||||
// Create random polygon physics body to shatter
|
||||
physics.NewBodyPolygon(raylib.NewVector2(screenWidth/2, screenHeight/2), float32(raylib.GetRandomValue(80, 200)), int(raylib.GetRandomValue(3, 8)), 10)
|
||||
physics.NewBodyPolygon(rl.NewVector2(screenWidth/2, screenHeight/2), float32(rl.GetRandomValue(80, 200)), int(rl.GetRandomValue(3, 8)), 10)
|
||||
}
|
||||
|
||||
if raylib.IsMouseButtonPressed(raylib.MouseLeftButton) {
|
||||
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
|
||||
for _, b := range physics.GetBodies() {
|
||||
b.Shatter(raylib.GetMousePosition(), 10/b.InverseMass)
|
||||
b.Shatter(rl.GetMousePosition(), 10/b.InverseMass)
|
||||
}
|
||||
}
|
||||
|
||||
raylib.BeginDrawing()
|
||||
rl.BeginDrawing()
|
||||
|
||||
raylib.ClearBackground(raylib.Black)
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i, body := range physics.GetBodies() {
|
||||
|
@ -65,19 +65,19 @@ func main() {
|
|||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
raylib.DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, raylib.White)
|
||||
rl.DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, rl.White)
|
||||
|
||||
raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
|
||||
raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
raylib.EndDrawing()
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
raylib.CloseWindow()
|
||||
rl.CloseWindow()
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue