step
This commit is contained in:
parent
0bec81c656
commit
fe6d2c0ed3
190 changed files with 104835 additions and 5 deletions
102
examples/physics/physac/demo/main.go
Normal file
102
examples/physics/physac/demo/main.go
Normal file
|
@ -0,0 +1,102 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/physics"
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics demo")
|
||||
|
||||
// Physac logo drawing position
|
||||
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(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(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)
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
|
||||
// Update created physics objects
|
||||
physics.Update()
|
||||
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
physics.Reset()
|
||||
|
||||
floor = physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)), 500, 100, 10)
|
||||
floor.Enabled = false
|
||||
|
||||
circle = physics.NewBodyCircle(rl.NewVector2(float32(screenWidth)/2, float32(screenHeight)/2), 45, 10)
|
||||
circle.Enabled = false
|
||||
}
|
||||
|
||||
// Physics body creation inputs
|
||||
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
|
||||
for i := 0; i < physics.GetBodiesCount(); i++ {
|
||||
body := physics.GetBody(i)
|
||||
if body.Position.Y > float32(screenHeight)*2 {
|
||||
body.Destroy()
|
||||
}
|
||||
}
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
rl.DrawFPS(screenWidth-90, screenHeight-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i := 0; i < physics.GetBodiesCount(); i++ {
|
||||
body := physics.GetBody(i)
|
||||
|
||||
vertexCount := physics.GetShapeVerticesCount(i)
|
||||
for j := 0; j < vertexCount; j++ {
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// NOTE: GetShapeVertex() already calculates rotation transformations
|
||||
vertexA := body.GetShapeVertex(j)
|
||||
|
||||
jj := 0
|
||||
if j+1 < vertexCount { // Get next vertex or first to close the shape
|
||||
jj = j + 1
|
||||
}
|
||||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
113
examples/physics/physac/friction/main.go
Normal file
113
examples/physics/physac/friction/main.go
Normal file
|
@ -0,0 +1,113 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/physics"
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(screenWidth, screenHeight, "Physac [raylib] - physics friction")
|
||||
|
||||
// Physac logo drawing position
|
||||
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(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(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(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 * rl.Deg2rad)
|
||||
|
||||
// Create right ramp physics body
|
||||
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 * rl.Deg2rad)
|
||||
|
||||
// Create dynamic physics bodies
|
||||
bodyA := physics.NewBodyRectangle(rl.NewVector2(35, float32(screenHeight)*0.6), 40, 40, 10)
|
||||
bodyA.StaticFriction = 0.1
|
||||
bodyA.DynamicFriction = 0.1
|
||||
bodyA.SetRotation(30 * rl.Deg2rad)
|
||||
|
||||
bodyB := physics.NewBodyRectangle(rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6), 40, 40, 10)
|
||||
bodyB.StaticFriction = 1
|
||||
bodyB.DynamicFriction = 1
|
||||
bodyB.SetRotation(330 * rl.Deg2rad)
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
// Physics steps calculations
|
||||
physics.Update()
|
||||
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
// Reset dynamic physics bodies position, velocity and rotation
|
||||
bodyA.Position = rl.NewVector2(35, float32(screenHeight)*0.6)
|
||||
bodyA.Velocity = rl.NewVector2(0, 0)
|
||||
bodyA.AngularVelocity = 0
|
||||
bodyA.SetRotation(30 * rl.Deg2rad)
|
||||
|
||||
bodyB.Position = rl.NewVector2(float32(screenWidth)-35, float32(screenHeight)*0.6)
|
||||
bodyB.Velocity = rl.NewVector2(0, 0)
|
||||
bodyB.AngularVelocity = 0
|
||||
bodyB.SetRotation(330 * rl.Deg2rad)
|
||||
}
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
rl.DrawFPS(screenWidth-90, screenHeight-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
bodiesCount := physics.GetBodiesCount()
|
||||
for i := 0; i < bodiesCount; i++ {
|
||||
body := physics.GetBody(i)
|
||||
|
||||
vertexCount := physics.GetShapeVerticesCount(i)
|
||||
for j := 0; j < vertexCount; j++ {
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// NOTE: GetShapeVertex() already calculates rotation transformations
|
||||
vertexA := body.GetShapeVertex(j)
|
||||
|
||||
jj := 0
|
||||
if j+1 < vertexCount { // Get next vertex or first to close the shape
|
||||
jj = j + 1
|
||||
}
|
||||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
rl.DrawRectangle(0, screenHeight-49, screenWidth, 49, rl.Black)
|
||||
|
||||
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)
|
||||
|
||||
rl.DrawText("Press 'R' to reset example", 10, 10, 10, rl.White)
|
||||
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
105
examples/physics/physac/movement/main.go
Normal file
105
examples/physics/physac/movement/main.go
Normal file
|
@ -0,0 +1,105 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/physics"
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
const (
|
||||
velocity = 0.5
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := float32(800)
|
||||
screenHeight := float32(450)
|
||||
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics movement")
|
||||
|
||||
// Physac logo drawing position
|
||||
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(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
|
||||
platformLeft.Enabled = false
|
||||
platformRight.Enabled = false
|
||||
wallLeft.Enabled = false
|
||||
wallRight.Enabled = false
|
||||
|
||||
// Create movement physics body
|
||||
body := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight/2), 50, 50, 1)
|
||||
body.FreezeOrient = true // Constrain body rotation to avoid little collision torque amounts
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update created physics objects
|
||||
physics.Update()
|
||||
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
// Reset movement physics body position, velocity and rotation
|
||||
body.Position = rl.NewVector2(screenWidth/2, screenHeight/2)
|
||||
body.Velocity = rl.NewVector2(0, 0)
|
||||
body.SetRotation(0)
|
||||
}
|
||||
|
||||
// Physics body creation inputs
|
||||
if rl.IsKeyDown(rl.KeyRight) {
|
||||
body.Velocity.X = velocity
|
||||
} else if rl.IsKeyDown(rl.KeyLeft) {
|
||||
body.Velocity.X = -velocity
|
||||
}
|
||||
|
||||
if rl.IsKeyDown(rl.KeyUp) && body.IsGrounded {
|
||||
body.Velocity.Y = -velocity * 4
|
||||
}
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
rl.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i, body := range physics.GetBodies() {
|
||||
vertexCount := physics.GetShapeVerticesCount(i)
|
||||
for j := 0; j < vertexCount; j++ {
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// NOTE: GetShapeVertex() already calculates rotation transformations
|
||||
vertexA := body.GetShapeVertex(j)
|
||||
|
||||
jj := 0
|
||||
if j+1 < vertexCount { // Get next vertex or first to close the shape
|
||||
jj = j + 1
|
||||
}
|
||||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
rl.DrawText("Use 'ARROWS' to move player", 10, 10, 10, rl.White)
|
||||
rl.DrawText("Press 'R' to reset example", 10, 30, 10, rl.White)
|
||||
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
96
examples/physics/physac/restitution/main.go
Normal file
96
examples/physics/physac/restitution/main.go
Normal file
|
@ -0,0 +1,96 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/physics"
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
const (
|
||||
velocity = 0.5
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := float32(800)
|
||||
screenHeight := float32(450)
|
||||
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics restitution")
|
||||
|
||||
// Physac logo drawing position
|
||||
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(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(rl.NewVector2(screenWidth*0.25, screenHeight/2), 30, 10)
|
||||
circleA.Restitution = 0
|
||||
circleB := physics.NewBodyCircle(rl.NewVector2(screenWidth*0.5, screenHeight/2), 30, 10)
|
||||
circleB.Restitution = 0.5
|
||||
circleC := physics.NewBodyCircle(rl.NewVector2(screenWidth*0.75, screenHeight/2), 30, 10)
|
||||
circleC.Restitution = 1
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update created physics objects
|
||||
physics.Update()
|
||||
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
// Reset circles physics bodies position and velocity
|
||||
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)
|
||||
}
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
rl.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i, body := range physics.GetBodies() {
|
||||
vertexCount := physics.GetShapeVerticesCount(i)
|
||||
for j := 0; j < vertexCount; j++ {
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// NOTE: GetShapeVertex() already calculates rotation transformations
|
||||
vertexA := body.GetShapeVertex(j)
|
||||
|
||||
jj := 0
|
||||
if j+1 < vertexCount { // Get next vertex or first to close the shape
|
||||
jj = j + 1
|
||||
}
|
||||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
rl.DrawText("Press 'R' to reset example", 10, 10, 10, rl.White)
|
||||
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
89
examples/physics/physac/shatter/main.go
Normal file
89
examples/physics/physac/shatter/main.go
Normal file
|
@ -0,0 +1,89 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/physics"
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
const (
|
||||
velocity = 0.5
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := float32(800)
|
||||
screenHeight := float32(450)
|
||||
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - body shatter")
|
||||
|
||||
// Physac logo drawing position
|
||||
logoX := int32(screenWidth) - rl.MeasureText("Physac", 30) - 10
|
||||
logoY := int32(15)
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
physics.Init()
|
||||
physics.SetGravity(0, 0)
|
||||
|
||||
// Create random polygon physics body to shatter
|
||||
physics.NewBodyPolygon(rl.NewVector2(screenWidth/2, screenHeight/2), float32(rl.GetRandomValue(80, 200)), int(rl.GetRandomValue(3, 8)), 10)
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update created physics objects
|
||||
physics.Update()
|
||||
|
||||
if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
|
||||
physics.Reset()
|
||||
|
||||
// Create random polygon physics body to shatter
|
||||
physics.NewBodyPolygon(rl.NewVector2(screenWidth/2, screenHeight/2), float32(rl.GetRandomValue(80, 200)), int(rl.GetRandomValue(3, 8)), 10)
|
||||
}
|
||||
|
||||
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
|
||||
//for _, b := range physics.GetBodies() {
|
||||
for i := 0; i < physics.GetBodiesCount(); i++ {
|
||||
body := physics.GetBody(i)
|
||||
if body == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
physics.Shatter(body, rl.GetMousePosition(), 10/body.InverseMass)
|
||||
}
|
||||
}
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.Black)
|
||||
|
||||
// Draw created physics bodies
|
||||
for i, body := range physics.GetBodies() {
|
||||
vertexCount := physics.GetShapeVerticesCount(i)
|
||||
for j := 0; j < vertexCount; j++ {
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// NOTE: GetShapeVertex() already calculates rotation transformations
|
||||
vertexA := body.GetShapeVertex(j)
|
||||
|
||||
jj := 0
|
||||
if j+1 < vertexCount { // Get next vertex or first to close the shape
|
||||
jj = j + 1
|
||||
}
|
||||
|
||||
vertexB := body.GetShapeVertex(jj)
|
||||
|
||||
rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
rl.DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, rl.White)
|
||||
|
||||
rl.DrawText("Physac", logoX, logoY, 30, rl.White)
|
||||
rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
physics.Close() // Unitialize physics
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue