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() }