raylib-go/examples/physics/physac/movement/main.go
2025-06-22 17:48:18 -04:00

104 lines
3.1 KiB
Go

package main
import (
"git.terah.dev/UnrealXR/raylib-go/physics"
)
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()
}