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() }