Physac redesign (3/3)
Finally, physics update is handled in main thread using steps to get accuracy in collisions detection instead of moving it to a new thread. Examples are finished as simple and clear as I could. Finally, physac module is MORE simpler than in the first version, calculation everything by the same way for both types of physic objects. I tryed to add rotated physics a couple of times but I didn't get anything good to get a base to improve it. Maybe for the next version... No bugs or strange behaviours found during testing.
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7 changed files with 68 additions and 40 deletions
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@ -65,7 +65,7 @@ int main()
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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// Check player 2 movement inputs
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// Check square movement inputs
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if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
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@ -80,17 +80,20 @@ int main()
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ClearBackground(RAYWHITE);
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// Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);
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// Draw floor, roof and walls rectangles
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DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
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// Draw middle platform rectangle
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DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
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// Draw physic objects
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DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
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DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
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// Draw collider lines if debug is enabled
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if (isDebug)
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{
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DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
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