raylib-go/examples/physics/chipmunk/main.go

139 lines
2.8 KiB
Go

package main
import (
"math"
"math/rand"
"github.com/gen2brain/raylib-go/raylib"
"github.com/vova616/chipmunk"
"github.com/vova616/chipmunk/vect"
)
const (
ballRadius = 25
ballMass = 1
)
// Game type
type Game struct {
Space *chipmunk.Space
Balls []*chipmunk.Shape
StaticLines []*chipmunk.Shape
ticksToNextBall int
}
// NewGame - Start new game
func NewGame() (g Game) {
g.Init()
return
}
// Init - Initialize game
func (g *Game) Init() {
g.createBodies()
g.ticksToNextBall = 10
}
// Update - Update game
func (g *Game) Update() {
g.ticksToNextBall--
if g.ticksToNextBall == 0 {
g.ticksToNextBall = rand.Intn(100) + 1
g.addBall()
}
// Physics steps calculations
g.step(rl.GetFrameTime())
}
// Draw - Draw game
func (g *Game) Draw() {
for i := range g.StaticLines {
x := g.StaticLines[i].GetAsSegment().A.X
y := g.StaticLines[i].GetAsSegment().A.Y
x2 := g.StaticLines[i].GetAsSegment().B.X
y2 := g.StaticLines[i].GetAsSegment().B.Y
rl.DrawLine(int32(x), int32(y), int32(x2), int32(y2), rl.DarkBlue)
}
for _, b := range g.Balls {
pos := b.Body.Position()
rl.DrawCircleLines(int32(pos.X), int32(pos.Y), float32(ballRadius), rl.DarkBlue)
}
}
// createBodies sets up the chipmunk space and static bodies
func (g *Game) createBodies() {
g.Space = chipmunk.NewSpace()
g.Space.Gravity = vect.Vect{0, 900}
staticBody := chipmunk.NewBodyStatic()
g.StaticLines = []*chipmunk.Shape{
chipmunk.NewSegment(vect.Vect{250.0, 240.0}, vect.Vect{550.0, 280.0}, 0),
chipmunk.NewSegment(vect.Vect{550.0, 280.0}, vect.Vect{550.0, 180.0}, 0),
}
for _, segment := range g.StaticLines {
segment.SetElasticity(0.6)
staticBody.AddShape(segment)
}
g.Space.AddBody(staticBody)
}
// addBall adds ball to chipmunk space and body
func (g *Game) addBall() {
x := rand.Intn(600-200) + 200
ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius))
ball.SetElasticity(0.95)
body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass)))
body.SetPosition(vect.Vect{vect.Float(x), 0.0})
body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi))
body.AddShape(ball)
g.Space.AddBody(body)
g.Balls = append(g.Balls, ball)
}
// step advances the physics engine and cleans up any balls that are off-screen
func (g *Game) step(dt float32) {
g.Space.Step(vect.Float(dt))
for i := 0; i < len(g.Balls); i++ {
p := g.Balls[i].Body.Position()
if p.Y < -100 {
g.Space.RemoveBody(g.Balls[i].Body)
g.Balls[i] = nil
g.Balls = append(g.Balls[:i], g.Balls[i+1:]...)
i-- // consider same index again
}
}
}
func main() {
rl.InitWindow(800, 450, "raylib [physics] example - chipmunk")
rl.SetTargetFPS(60)
game := NewGame()
for !rl.WindowShouldClose() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
game.Update()
game.Draw()
rl.EndDrawing()
}
rl.CloseWindow()
}