separate tests for dynamic
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76
tests/xtest_physac2.py
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76
tests/xtest_physac2.py
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from raylib import *
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VELOCITY = 0.5
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screenWidth = 800
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screenHeight = 450
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SetConfigFlags(FLAG_MSAA_4X_HINT)
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InitWindow(screenWidth, screenHeight, b"[physac] Basic demo")
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logoX = screenWidth - MeasureText(b"Physac", 30) - 10
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logoY = 15
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InitPhysics()
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floor = CreatePhysicsBodyRectangle([screenWidth/2, screenHeight ], screenWidth, 100, 10)
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platformLeft = CreatePhysicsBodyRectangle([screenWidth*0.25, screenHeight*0.6 ], screenWidth*0.25, 10, 10)
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platformRight = CreatePhysicsBodyRectangle([screenWidth*0.75, screenHeight*0.6 ], screenWidth*0.25, 10, 10)
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wallLeft = CreatePhysicsBodyRectangle([-5, screenHeight/2 ], 10, screenHeight, 10)
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wallRight = CreatePhysicsBodyRectangle([screenWidth + 5, screenHeight/2 ], 10, screenHeight, 10)
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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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body = CreatePhysicsBodyRectangle([screenWidth/2, screenHeight/2 ], 50, 50, 1)
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body.freezeOrient = True
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SetTargetFPS(60)
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while not WindowShouldClose():
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UpdatePhysics();
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if IsKeyDown(KEY_RIGHT):
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body.velocity.x = VELOCITY
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elif IsKeyDown(KEY_LEFT):
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body.velocity.x = -VELOCITY
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if IsKeyDown(KEY_UP) and body.isGrounded:
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body.velocity.y = -VELOCITY*4
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BeginDrawing()
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ClearBackground(BLACK)
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DrawFPS(screenWidth - 90, screenHeight - 30)
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bodiesCount = GetPhysicsBodiesCount()
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for i in range(bodiesCount):
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body = GetPhysicsBody(i)
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vertexCount = GetPhysicsShapeVerticesCount(i)
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for j in range(vertexCount):
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vertexA = GetPhysicsShapeVertex(body, j)
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jj = j + 1 if j + 1 < vertexCount else 0
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vertexB = GetPhysicsShapeVertex(body, jj)
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DrawLineV(vertexA, vertexB, GREEN)
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DrawText(b"Use 'ARROWS' to move player", 10, 10, 10, WHITE)
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DrawText(b"Physac", logoX, logoY, 30, WHITE)
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DrawText(b"Powered by", logoX + 50, logoY - 7, 10, WHITE)
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EndDrawing()
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ClosePhysics()
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CloseWindow()
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