Update C sources, add new functions and rename package to
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391c25482d
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08aa518a46
156 changed files with 34542 additions and 19573 deletions
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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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