104 lines
3.1 KiB
Go
104 lines
3.1 KiB
Go
package main
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import (
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"git.terah.dev/UnrealXR/raylib-go/physics"
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)
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const (
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velocity = 0.5
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)
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func main() {
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screenWidth := float32(800)
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screenHeight := float32(450)
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(int32(screenWidth), int32(screenHeight), "Physac [raylib] - physics movement")
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// Physac logo drawing position
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logoX := int32(screenWidth) - rl.MeasureText("Physac", 30) - 10
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logoY := int32(15)
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// Initialize physics and default physics bodies
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physics.Init()
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// Create floor and walls rectangle physics body
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floor := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight), screenWidth, 100, 10)
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platformLeft := physics.NewBodyRectangle(rl.NewVector2(screenWidth*0.25, screenHeight*0.6), screenWidth*0.25, 10, 10)
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platformRight := physics.NewBodyRectangle(rl.NewVector2(screenWidth*0.75, screenHeight*0.6), screenWidth*0.25, 10, 10)
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wallLeft := physics.NewBodyRectangle(rl.NewVector2(-5, screenHeight/2), 10, screenHeight, 10)
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wallRight := physics.NewBodyRectangle(rl.NewVector2(screenWidth+5, screenHeight/2), 10, screenHeight, 10)
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// Disable dynamics to floor and walls physics bodies
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floor.Enabled = false
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platformLeft.Enabled = false
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platformRight.Enabled = false
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wallLeft.Enabled = false
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wallRight.Enabled = false
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// Create movement physics body
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body := physics.NewBodyRectangle(rl.NewVector2(screenWidth/2, screenHeight/2), 50, 50, 1)
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body.FreezeOrient = true // Constrain body rotation to avoid little collision torque amounts
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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// Update created physics objects
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physics.Update()
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if rl.IsKeyPressed(rl.KeyR) { // Reset physics input
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// Reset movement physics body position, velocity and rotation
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body.Position = rl.NewVector2(screenWidth/2, screenHeight/2)
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body.Velocity = rl.NewVector2(0, 0)
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body.SetRotation(0)
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}
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// Physics body creation inputs
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if rl.IsKeyDown(rl.KeyRight) {
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body.Velocity.X = velocity
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} else if rl.IsKeyDown(rl.KeyLeft) {
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body.Velocity.X = -velocity
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}
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if rl.IsKeyDown(rl.KeyUp) && body.IsGrounded {
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body.Velocity.Y = -velocity * 4
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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rl.DrawFPS(int32(screenWidth)-90, int32(screenHeight)-30)
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// Draw created physics bodies
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for i, body := range physics.GetBodies() {
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vertexCount := physics.GetShapeVerticesCount(i)
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for j := 0; j < vertexCount; j++ {
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// Get physics bodies shape vertices to draw lines
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// NOTE: GetShapeVertex() already calculates rotation transformations
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vertexA := body.GetShapeVertex(j)
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jj := 0
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if j+1 < vertexCount { // Get next vertex or first to close the shape
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jj = j + 1
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}
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vertexB := body.GetShapeVertex(jj)
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rl.DrawLineV(vertexA, vertexB, rl.Green) // Draw a line between two vertex positions
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}
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}
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rl.DrawText("Use 'ARROWS' to move player", 10, 10, 10, rl.White)
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rl.DrawText("Press 'R' to reset example", 10, 30, 10, rl.White)
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rl.DrawText("Physac", logoX, logoY, 30, rl.White)
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rl.DrawText("Powered by", logoX+50, logoY-7, 10, rl.White)
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rl.EndDrawing()
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}
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physics.Close() // Unitialize physics
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rl.CloseWindow()
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}
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