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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@ -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)
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floor = physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
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floor.Enabled = false
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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
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}
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// Physics body creation inputs
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if raylib.IsMouseButtonPressed(raylib.MouseLeftButton) {
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physics.NewBodyPolygon(raylib.GetMousePosition(), float32(raylib.GetRandomValue(20, 80)), int(raylib.GetRandomValue(3, 8)), 10)
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} else if raylib.IsMouseButtonPressed(raylib.MouseRightButton) {
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physics.NewBodyCircle(raylib.GetMousePosition(), float32(raylib.GetRandomValue(10, 45)), 10)
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if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
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physics.NewBodyPolygon(rl.GetMousePosition(), float32(rl.GetRandomValue(20, 80)), int(rl.GetRandomValue(3, 8)), 10)
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} else if rl.IsMouseButtonPressed(rl.MouseRightButton) {
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physics.NewBodyCircle(rl.GetMousePosition(), float32(rl.GetRandomValue(10, 45)), 10)
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}
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// Destroy falling physics bodies
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@ -58,11 +58,11 @@ func main() {
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}
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}
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raylib.BeginDrawing()
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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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raylib.DrawFPS(screenWidth-90, screenHeight-30)
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rl.DrawFPS(screenWidth-90, screenHeight-30)
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// Draw created physics bodies
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for i, body := range physics.GetBodies() {
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@ -79,21 +79,21 @@ func main() {
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vertexB := body.GetShapeVertex(jj)
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raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
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rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
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}
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}
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raylib.DrawText("Left mouse button to create a polygon", 10, 10, 10, raylib.White)
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raylib.DrawText("Right mouse button to create a circle", 10, 25, 10, raylib.White)
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raylib.DrawText("Press 'R' to reset example", 10, 40, 10, raylib.White)
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rl.DrawText("Left mouse button to create a polygon", 10, 10, 10, rl.White)
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rl.DrawText("Right mouse button to create a circle", 10, 25, 10, rl.White)
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rl.DrawText("Press 'R' to reset example", 10, 40, 10, rl.White)
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raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
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raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
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rl.DrawText("Physac", logoX, logoY, 30, rl.White)
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rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
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raylib.EndDrawing()
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rl.EndDrawing()
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}
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physics.Close() // Unitialize physics
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raylib.CloseWindow()
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rl.CloseWindow()
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}
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@ -9,67 +9,67 @@ 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 friction")
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics friction")
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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)), float32(screenHeight), 100, 10)
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floor := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), float32(screenHeight), 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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wall := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)/2, float32(screenHeight)*0.8), 10, 80, 10)
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wall := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)*0.8), 10, 80, 10)
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wall.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
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// Create left ramp physics body
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rectLeft := physics.NewBodyRectangle(raylib.NewVector2(25, float32(screenHeight)-5), 250, 250, 10)
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rectLeft := physics.NewBodyRectangle(rl.NewVector2(25, float32(screenHeight)-5), 250, 250, 10)
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rectLeft.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
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rectLeft.SetRotation(30 * raylib.Deg2rad)
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rectLeft.SetRotation(30 * rl.Deg2rad)
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// Create right ramp physics body
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rectRight := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)-25, float32(screenHeight)-5), 250, 250, 10)
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rectRight := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)-25, float32(screenHeight)-5), 250, 250, 10)
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rectRight.Enabled = false // Disable body state to convert it to static (no dynamics, but collisions)
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rectRight.SetRotation(330 * raylib.Deg2rad)
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rectRight.SetRotation(330 * rl.Deg2rad)
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// Create dynamic physics bodies
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bodyA := physics.NewBodyRectangle(raylib.NewVector2(35, float32(screenHeight)*0.6), 40, 40, 10)
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bodyA := physics.NewBodyRectangle(rl.NewVector2(35, float32(screenHeight)*0.6), 40, 40, 10)
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bodyA.StaticFriction = 0.1
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bodyA.DynamicFriction = 0.1
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bodyA.SetRotation(30 * raylib.Deg2rad)
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bodyA.SetRotation(30 * rl.Deg2rad)
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bodyB := physics.NewBodyRectangle(raylib.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6), 40, 40, 10)
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bodyB := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6), 40, 40, 10)
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bodyB.StaticFriction = 1
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bodyB.DynamicFriction = 1
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bodyB.SetRotation(330 * raylib.Deg2rad)
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bodyB.SetRotation(330 * rl.Deg2rad)
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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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// Physics steps calculations
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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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// Reset dynamic physics bodies position, velocity and rotation
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bodyA.Position = raylib.NewVector2(35, float32(screenHeight)*0.6)
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bodyA.Velocity = raylib.NewVector2(0, 0)
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bodyA.Position = rl.NewVector2(35, float32(screenHeight)*0.6)
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bodyA.Velocity = rl.NewVector2(0, 0)
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bodyA.AngularVelocity = 0
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bodyA.SetRotation(30 * raylib.Deg2rad)
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bodyA.SetRotation(30 * rl.Deg2rad)
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bodyB.Position = raylib.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6)
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bodyB.Velocity = raylib.NewVector2(0, 0)
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bodyB.Position = rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6)
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bodyB.Velocity = rl.NewVector2(0, 0)
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bodyB.AngularVelocity = 0
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bodyB.SetRotation(330 * raylib.Deg2rad)
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bodyB.SetRotation(330 * rl.Deg2rad)
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}
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raylib.BeginDrawing()
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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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raylib.DrawFPS(screenWidth-90, screenHeight-30)
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rl.DrawFPS(screenWidth-90, screenHeight-30)
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// Draw created physics bodies
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bodiesCount := physics.GetBodiesCount()
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@ -89,25 +89,25 @@ func main() {
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vertexB := body.GetShapeVertex(jj)
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raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
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rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
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}
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}
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raylib.DrawRectangle(0, screenHeight-49, screenWidth, 49, raylib.Black)
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rl.DrawRectangle(0, screenHeight-49, screenWidth, 49, rl.Black)
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raylib.DrawText("Friction amount", (screenWidth-raylib.MeasureText("Friction amount", 30))/2, 75, 30, raylib.White)
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raylib.DrawText("0.1", int32(bodyA.Position.X)-raylib.MeasureText("0.1", 20)/2, int32(bodyA.Position.Y)-7, 20, raylib.White)
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raylib.DrawText("1", int32(bodyB.Position.X)-raylib.MeasureText("1", 20)/2, int32(bodyB.Position.Y)-7, 20, raylib.White)
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rl.DrawText("Friction amount", (screenWidth-rl.MeasureText("Friction amount", 30))/2, 75, 30, rl.White)
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rl.DrawText("0.1", int32(bodyA.Position.X)-rl.MeasureText("0.1", 20)/2, int32(bodyA.Position.Y)-7, 20, rl.White)
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rl.DrawText("1", int32(bodyB.Position.X)-rl.MeasureText("1", 20)/2, int32(bodyB.Position.Y)-7, 20, rl.White)
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raylib.DrawText("Press 'R' to reset example", 10, 10, 10, raylib.White)
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rl.DrawText("Press 'R' to reset example", 10, 10, 10, rl.White)
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raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
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raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
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rl.DrawText("Physac", logoX, logoY, 30, rl.White)
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rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
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raylib.EndDrawing()
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rl.EndDrawing()
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}
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physics.Close() // Unitialize physics
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raylib.CloseWindow()
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rl.CloseWindow()
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}
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@ -13,22 +13,22 @@ func main() {
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screenWidth := float32(800)
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screenHeight := float32(450)
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raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
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raylib.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics movement")
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics movement")
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// Physac logo drawing position
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logoX := int32(screenWidth) - raylib.MeasureText("Physac", 30) - 10
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logoX := int32(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 and walls rectangle physics body
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floor := physics.NewBodyRectangle(raylib.NewVector2(screenWidth/2, screenHeight), screenWidth, 100, 10)
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platformLeft := physics.NewBodyRectangle(raylib.NewVector2(screenWidth*0.25, screenHeight*0.6), screenWidth*0.25, 10, 10)
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platformRight := physics.NewBodyRectangle(raylib.NewVector2(screenWidth*0.75, screenHeight*0.6), screenWidth*0.25, 10, 10)
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wallLeft := physics.NewBodyRectangle(raylib.NewVector2(-5, screenHeight/2), 10, screenHeight, 10)
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wallRight := physics.NewBodyRectangle(raylib.NewVector2(screenWidth+5, screenHeight/2), 10, screenHeight, 10)
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floor := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight), screenWidth, 100, 10)
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platformLeft := physics.NewBodyRectangle(rl.NewVector2(screenWidth*0.25, screenHeight*0.6), screenWidth*0.25, 10, 10)
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platformRight := physics.NewBodyRectangle(rl.NewVector2(screenWidth*0.75, screenHeight*0.6), screenWidth*0.25, 10, 10)
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wallLeft := physics.NewBodyRectangle(rl.NewVector2(-5, screenHeight/2), 10, screenHeight, 10)
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wallRight := physics.NewBodyRectangle(rl.NewVector2(screenWidth+5, screenHeight/2), 10, screenHeight, 10)
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// Disable dynamics to floor and walls physics bodies
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floor.Enabled = false
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@ -38,38 +38,38 @@ func main() {
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wallRight.Enabled = false
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// Create movement physics body
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body := physics.NewBodyRectangle(raylib.NewVector2(screenWidth/2, screenHeight/2), 50, 50, 1)
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body := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight/2), 50, 50, 1)
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body.FreezeOrient = true // Constrain body rotation to avoid little collision torque amounts
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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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// Reset movement physics body position, velocity and rotation
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body.Position = raylib.NewVector2(screenWidth/2, screenHeight/2)
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body.Velocity = raylib.NewVector2(0, 0)
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body.Position = rl.NewVector2(screenWidth/2, screenHeight/2)
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body.Velocity = rl.NewVector2(0, 0)
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body.SetRotation(0)
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}
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// Physics body creation inputs
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if raylib.IsKeyDown(raylib.KeyRight) {
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if rl.IsKeyDown(rl.KeyRight) {
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body.Velocity.X = velocity
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} else if raylib.IsKeyDown(raylib.KeyLeft) {
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} else if rl.IsKeyDown(rl.KeyLeft) {
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body.Velocity.X = -velocity
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}
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if raylib.IsKeyDown(raylib.KeyUp) && body.IsGrounded {
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if rl.IsKeyDown(rl.KeyUp) && body.IsGrounded {
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body.Velocity.Y = -velocity * 4
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}
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raylib.BeginDrawing()
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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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raylib.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
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rl.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
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// Draw created physics bodies
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for i, body := range physics.GetBodies() {
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@ -86,20 +86,20 @@ func main() {
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vertexB := body.GetShapeVertex(jj)
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raylib.DrawLineV(vertexA, vertexB, raylib.Green) // Draw a line between two vertex positions
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rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
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}
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}
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raylib.DrawText("Use 'ARROWS' to move player", 10, 10, 10, raylib.White)
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raylib.DrawText("Press 'R' to reset example", 10, 30, 10, raylib.White)
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rl.DrawText("Use 'ARROWS' to move player", 10, 10, 10, rl.White)
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rl.DrawText("Press 'R' to reset example", 10, 30, 10, rl.White)
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raylib.DrawText("Physac", logoX, logoY, 30, raylib.White)
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raylib.DrawText("Powered by", logoX+50, logoY-7, 10, raylib.White)
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rl.DrawText("Physac", logoX, logoY, 30, rl.White)
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rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
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raylib.EndDrawing()
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rl.EndDrawing()
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}
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physics.Close() // Unitialize physics
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raylib.CloseWindow()
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rl.CloseWindow()
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}
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@ -13,50 +13,50 @@ func main() {
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screenWidth := float32(800)
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screenHeight := float32(450)
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raylib.SetConfigFlags(raylib.FlagMsaa4xHint)
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raylib.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics restitution")
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics restitution")
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// Physac logo drawing position
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logoX := int32(screenWidth) - raylib.MeasureText("Physac", 30) - 10
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logoX := int32(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(screenWidth/2, screenHeight), screenWidth, 100, 10)
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floor := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight), screenWidth, 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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floor.Restitution = 1
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// Create circles physics body
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circleA := physics.NewBodyCircle(raylib.NewVector2(screenWidth*0.25, screenHeight/2), 30, 10)
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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