Update C sources, add new functions and rename package to

This commit is contained in:
Milan Nikolic 2018-10-08 18:56:34 +02:00
parent 391c25482d
commit 08aa518a46
156 changed files with 34542 additions and 19573 deletions

View file

@ -30,28 +30,28 @@ func (g *Game) Init() {
// Update - Update game
func (g *Game) Update() {
// Keys 1-9 switch demos
switch raylib.GetKeyPressed() {
case raylib.KeyOne:
switch rl.GetKeyPressed() {
case rl.KeyOne:
g.Demo1()
case raylib.KeyTwo:
case rl.KeyTwo:
g.Demo2()
case raylib.KeyThree:
case rl.KeyThree:
g.Demo3()
case raylib.KeyFour:
case rl.KeyFour:
g.Demo4()
case raylib.KeyFive:
case rl.KeyFive:
g.Demo5()
case raylib.KeySix:
case rl.KeySix:
g.Demo6()
case raylib.KeySeven:
case rl.KeySeven:
g.Demo7()
case raylib.KeyEight:
case rl.KeyEight:
g.Demo8()
case raylib.KeyNine:
case rl.KeyNine:
g.Demo9()
}
g.TimeStep = float64(raylib.GetFrameTime())
g.TimeStep = float64(rl.GetFrameTime())
// Physics steps calculations
g.World.Step(g.TimeStep)
@ -66,7 +66,7 @@ func (g *Game) Draw() {
g.DrawJoint(j)
}
raylib.DrawText("Use keys 1-9 to switch current demo", 20, 20, 10, raylib.RayWhite)
rl.DrawText("Use keys 1-9 to switch current demo", 20, 20, 10, rl.RayWhite)
}
// DrawBody - Draw body
@ -83,10 +83,10 @@ func (g *Game) DrawBody(b *box2d.Body) {
v3 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{h.X, h.Y}))))
v4 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{-h.X, h.Y}))))
raylib.DrawLine(int32(v1.X), int32(v1.Y), int32(v2.X), int32(v2.Y), raylib.RayWhite)
raylib.DrawLine(int32(v2.X), int32(v2.Y), int32(v3.X), int32(v3.Y), raylib.RayWhite)
raylib.DrawLine(int32(v3.X), int32(v3.Y), int32(v4.X), int32(v4.Y), raylib.RayWhite)
raylib.DrawLine(int32(v4.X), int32(v4.Y), int32(v1.X), int32(v1.Y), raylib.RayWhite)
rl.DrawLine(int32(v1.X), int32(v1.Y), int32(v2.X), int32(v2.Y), rl.RayWhite)
rl.DrawLine(int32(v2.X), int32(v2.Y), int32(v3.X), int32(v3.Y), rl.RayWhite)
rl.DrawLine(int32(v3.X), int32(v3.Y), int32(v4.X), int32(v4.Y), rl.RayWhite)
rl.DrawLine(int32(v4.X), int32(v4.Y), int32(v1.X), int32(v1.Y), rl.RayWhite)
}
// DrawJoint - Draw joint
@ -111,8 +111,8 @@ func (g *Game) DrawJoint(j *box2d.Joint) {
x2 = o.Add(S.MulV(x2))
p2 = o.Add(S.MulV(p2))
raylib.DrawLine(int32(x1.X), int32(x1.Y), int32(p1.X), int32(p1.Y), raylib.RayWhite)
raylib.DrawLine(int32(x2.X), int32(x2.Y), int32(p2.X), int32(p2.Y), raylib.RayWhite)
rl.DrawLine(int32(x1.X), int32(x1.Y), int32(p1.X), int32(p1.Y), rl.RayWhite)
rl.DrawLine(int32(x2.X), int32(x2.Y), int32(p2.X), int32(p2.Y), rl.RayWhite)
}
// Demo1 - Single box
@ -489,25 +489,25 @@ func (g *Game) Demo9() {
}
func main() {
raylib.InitWindow(800, 450, "raylib [physics] example - box2d")
rl.InitWindow(800, 450, "raylib [physics] example - box2d")
raylib.SetTargetFPS(60)
rl.SetTargetFPS(60)
game := NewGame()
game.Demo1()
for !raylib.WindowShouldClose() {
raylib.BeginDrawing()
for !rl.WindowShouldClose() {
rl.BeginDrawing()
raylib.ClearBackground(raylib.Black)
rl.ClearBackground(rl.Black)
game.Update()
game.Draw()
raylib.EndDrawing()
rl.EndDrawing()
}
raylib.CloseWindow()
rl.CloseWindow()
}

View file

@ -1,163 +1,139 @@
package main
import (
"fmt"
"math"
"math/rand"
"github.com/gen2brain/raylib-go/raylib"
"github.com/jakecoffman/cp"
"github.com/vova616/chipmunk"
"github.com/vova616/chipmunk/vect"
)
var grabbableMaskBit uint = 1 << 31
var grabFilter = cp.ShapeFilter{
cp.NO_GROUP, grabbableMaskBit, grabbableMaskBit,
const (
ballRadius = 25
ballMass = 1
)
// Game type
type Game struct {
Space *chipmunk.Space
Balls []*chipmunk.Shape
StaticLines []*chipmunk.Shape
ticksToNextBall int
}
func randUnitCircle() cp.Vector {
v := cp.Vector{X: rand.Float64()*2.0 - 1.0, Y: rand.Float64()*2.0 - 1.0}
if v.LengthSq() < 1.0 {
return v
}
return randUnitCircle()
// NewGame - Start new game
func NewGame() (g Game) {
g.Init()
return
}
var simpleTerrainVerts = []cp.Vector{
{350.00, 425.07}, {336.00, 436.55}, {272.00, 435.39}, {258.00, 427.63}, {225.28, 420.00}, {202.82, 396.00},
{191.81, 388.00}, {189.00, 381.89}, {173.00, 380.39}, {162.59, 368.00}, {150.47, 319.00}, {128.00, 311.55},
{119.14, 286.00}, {126.84, 263.00}, {120.56, 227.00}, {141.14, 178.00}, {137.52, 162.00}, {146.51, 142.00},
{156.23, 136.00}, {158.00, 118.27}, {170.00, 100.77}, {208.43, 84.00}, {224.00, 69.65}, {249.30, 68.00},
{257.00, 54.77}, {363.00, 45.94}, {374.15, 54.00}, {386.00, 69.60}, {413.00, 70.73}, {456.00, 84.89},
{468.09, 99.00}, {467.09, 123.00}, {464.92, 135.00}, {469.00, 141.03}, {497.00, 148.67}, {513.85, 180.00},
{509.56, 223.00}, {523.51, 247.00}, {523.00, 277.00}, {497.79, 311.00}, {478.67, 348.00}, {467.90, 360.00},
{456.76, 382.00}, {432.95, 389.00}, {417.00, 411.32}, {373.00, 433.19}, {361.00, 430.02}, {350.00, 425.07},
// Init - Initialize game
func (g *Game) Init() {
g.createBodies()
g.ticksToNextBall = 10
}
// creates a circle with random placement
func addCircle(space *cp.Space, radius float64) {
mass := radius * radius / 25.0
body := space.AddBody(cp.NewBody(mass, cp.MomentForCircle(mass, 0, radius, cp.Vector{})))
body.SetPosition(randUnitCircle().Mult(180))
shape := space.AddShape(cp.NewCircle(body, radius, cp.Vector{}))
shape.SetElasticity(0)
shape.SetFriction(0.9)
}
// creates a simple terrain to contain bodies
func simpleTerrain() *cp.Space {
space := cp.NewSpace()
space.Iterations = 10
space.SetGravity(cp.Vector{0, -100})
space.SetCollisionSlop(0.5)
offset := cp.Vector{X: -320, Y: -240}
for i := 0; i < len(simpleTerrainVerts)-1; i++ {
a := simpleTerrainVerts[i]
b := simpleTerrainVerts[i+1]
space.AddShape(cp.NewSegment(space.StaticBody, a.Add(offset), b.Add(offset), 0))
// Update - Update game
func (g *Game) Update() {
g.ticksToNextBall--
if g.ticksToNextBall == 0 {
g.ticksToNextBall = rand.Intn(100) + 1
g.addBall()
}
return space
// Physics steps calculations
g.step(rl.GetFrameTime())
}
// Draw - Draw game
func (g *Game) Draw() {
for i := range g.StaticLines {
x := g.StaticLines[i].GetAsSegment().A.X
y := g.StaticLines[i].GetAsSegment().A.Y
x2 := g.StaticLines[i].GetAsSegment().B.X
y2 := g.StaticLines[i].GetAsSegment().B.Y
rl.DrawLine(int32(x), int32(y), int32(x2), int32(y2), rl.DarkBlue)
}
for _, b := range g.Balls {
pos := b.Body.Position()
rl.DrawCircleLines(int32(pos.X), int32(pos.Y), float32(ballRadius), rl.DarkBlue)
}
}
// createBodies sets up the chipmunk space and static bodies
func (g *Game) createBodies() {
g.Space = chipmunk.NewSpace()
g.Space.Gravity = vect.Vect{0, 900}
staticBody := chipmunk.NewBodyStatic()
g.StaticLines = []*chipmunk.Shape{
chipmunk.NewSegment(vect.Vect{250.0, 240.0}, vect.Vect{550.0, 280.0}, 0),
chipmunk.NewSegment(vect.Vect{550.0, 280.0}, vect.Vect{550.0, 180.0}, 0),
}
for _, segment := range g.StaticLines {
segment.SetElasticity(0.6)
staticBody.AddShape(segment)
}
g.Space.AddBody(staticBody)
}
// addBall adds ball to chipmunk space and body
func (g *Game) addBall() {
x := rand.Intn(600-200) + 200
ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius))
ball.SetElasticity(0.95)
body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass)))
body.SetPosition(vect.Vect{vect.Float(x), 0.0})
body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi))
body.AddShape(ball)
g.Space.AddBody(body)
g.Balls = append(g.Balls, ball)
}
// step advances the physics engine and cleans up any balls that are off-screen
func (g *Game) step(dt float32) {
g.Space.Step(vect.Float(dt))
for i := 0; i < len(g.Balls); i++ {
p := g.Balls[i].Body.Position()
if p.Y < -100 {
g.Space.RemoveBody(g.Balls[i].Body)
g.Balls[i] = nil
g.Balls = append(g.Balls[:i], g.Balls[i+1:]...)
i-- // consider same index again
}
}
}
func main() {
const width, height = 800, 450
const physicsTickrate = 1.0 / 60.0
rl.InitWindow(800, 450, "raylib [physics] example - chipmunk")
raylib.SetConfigFlags(raylib.FlagVsyncHint)
raylib.InitWindow(width, height, "raylib [physics] example - chipmunk")
rl.SetTargetFPS(60)
offset := raylib.Vector2{X: width / 2, Y: height / 2}
// since the example ported from elsewhere, flip the camera 180 and offset to center it
camera := raylib.NewCamera2D(offset, raylib.Vector2{}, 180, 1)
game := NewGame()
space := simpleTerrain()
for i := 0; i < 1000; i++ {
addCircle(space, 5)
}
mouseBody := cp.NewKinematicBody()
var mouse cp.Vector
var mouseJoint *cp.Constraint
for !rl.WindowShouldClose() {
rl.BeginDrawing()
var accumulator, dt float32
lastTime := raylib.GetTime()
for !raylib.WindowShouldClose() {
// calculate dt
now := raylib.GetTime()
dt = now - lastTime
lastTime = now
rl.ClearBackground(rl.RayWhite)
// update the mouse position
mousePos := raylib.GetMousePosition()
// alter the mouse coordinates based on the camera position, rotation
mouse.X = float64(mousePos.X-camera.Offset.X) * -1
mouse.Y = float64(mousePos.Y-camera.Offset.Y) * -1
// smooth mouse movements to new position
newPoint := mouseBody.Position().Lerp(mouse, 0.25)
mouseBody.SetVelocityVector(newPoint.Sub(mouseBody.Position()).Mult(60.0))
mouseBody.SetPosition(newPoint)
game.Update()
// handle grabbing
if raylib.IsMouseButtonPressed(raylib.MouseLeftButton) {
result := space.PointQueryNearest(mouse, 5, grabFilter)
if result.Shape != nil && result.Shape.Body().Mass() < cp.INFINITY {
var nearest cp.Vector
if result.Distance > 0 {
nearest = result.Point
} else {
nearest = mouse
}
game.Draw()
// create a new constraint where the mouse is to draw the body towards the mouse
body := result.Shape.Body()
mouseJoint = cp.NewPivotJoint2(mouseBody, body, cp.Vector{}, body.WorldToLocal(nearest))
mouseJoint.SetMaxForce(50000)
mouseJoint.SetErrorBias(math.Pow(1.0-0.15, 60.0))
space.AddConstraint(mouseJoint)
}
} else if raylib.IsMouseButtonReleased(raylib.MouseLeftButton) && mouseJoint != nil {
space.RemoveConstraint(mouseJoint)
mouseJoint = nil
}
// perform a fixed rate physics tick
accumulator += dt
for accumulator >= physicsTickrate {
space.Step(physicsTickrate)
accumulator -= physicsTickrate
}
raylib.BeginDrawing()
raylib.ClearBackground(raylib.RayWhite)
raylib.BeginMode2D(camera)
// this is a generic way to iterate over the shapes in a space,
// to avoid the type switch just keep a pointer to the shapes when they've been created
space.EachShape(func(s *cp.Shape) {
switch s.Class.(type) {
case *cp.Segment:
segment := s.Class.(*cp.Segment)
a := segment.A()
b := segment.B()
raylib.DrawLineV(v(a), v(b), raylib.Black)
case *cp.Circle:
circle := s.Class.(*cp.Circle)
pos := circle.Body().Position()
raylib.DrawCircleV(v(pos), float32(circle.Radius()), raylib.Red)
default:
fmt.Println("unexpected shape", s.Class)
}
})
raylib.EndMode2D()
raylib.DrawFPS(0, 0)
raylib.EndDrawing()
rl.EndDrawing()
}
raylib.CloseWindow()
}
func v(v cp.Vector) raylib.Vector2 {
return raylib.Vector2{X: float32(v.X), Y: float32(v.Y)}
rl.CloseWindow()
}

View file

@ -9,46 +9,46 @@ func main() {
screenWidth := int32(800)
screenHeight := int32(450)
raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
raylib.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics demo")
rl.SetConfigFlags(rl.FlagMsaa4xHint)
rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics demo")
// 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)), 500, 100, 10)
floor := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
floor.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
// Create obstacle circle physics body
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 // Disable body state to convert it to static (no dynamics, but collisions)
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()
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()
}

View file

@ -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()
}

View file

@ -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()
}

View file

@ -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()
}

View file

@ -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()
}