Merge pull request #101 from victorfisac/develop
Redesigned physac module (IN PROGRESS)
This commit is contained in:
commit
893facdf6d
6 changed files with 419 additions and 539 deletions
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@ -1,8 +1,8 @@
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/*******************************************************************************************
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*
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* raylib [physac] physics example - Basic rigidbody
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* raylib [physac] example - Basic rigidbody
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*
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* This example has been created using raylib 1.4 (www.raylib.com)
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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@ -11,8 +11,8 @@
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#include "raylib.h"
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#define OBJECT_SIZE 50
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#define PLAYER_INDEX 0
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#define MOVE_VELOCITY 5
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#define JUMP_VELOCITY 35
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int main()
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{
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@ -20,28 +20,45 @@ int main()
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
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InitPhysics(3); // Initialize physics system with maximum physic objects
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// Object initialization
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Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
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AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
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AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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// Object properties initialization
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float moveSpeed = 6.0f;
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float jumpForce = 5.0f;
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bool physicsDebug = false;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitPhysics(); // Initialize physics module
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SetTargetFPS(60);
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// Debug variables
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bool isDebug = false;
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// Player physic object
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PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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player->rigidbody.applyGravity = true;
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player->rigidbody.friction = 0.3f;
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player->collider.enabled = true; // Enable physic object collisions detection
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// Player physic object
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PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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player2->rigidbody.enabled = true;
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player2->rigidbody.applyGravity = true;
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player2->rigidbody.friction = 0.1f;
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player2->collider.enabled = true;
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// Floor physic object
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PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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floor->collider.enabled = true; // Enable just physic object collisions detection
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// Left wall physic object
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PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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leftWall->collider.enabled = true;
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// Right wall physic object
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PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
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rightWall->collider.enabled = true;
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// Platform physic objectdd
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PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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platform->collider.enabled = true;
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -49,35 +66,22 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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ApplyPhysics(PLAYER_INDEX, &player.position);
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// Check debug switch input
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if (IsKeyPressed('P')) isDebug = !isDebug;
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// Check jump button input
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if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
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{
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// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
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// Add jumping force in Y axis
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AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
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}
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// Check player movement inputs
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if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY;
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// Check movement buttons input
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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{
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// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
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{
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// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
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SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
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}
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if (IsKeyDown('A')) player->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown('D')) player->rigidbody.velocity.x = MOVE_VELOCITY;
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// Check debug mode toggle button input
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if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
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// Check player 2 movement inputs
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if (IsKeyDown(KEY_UP) && player2->rigidbody.isGrounded) player2->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY;
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else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY;
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//----------------------------------------------------------------------------------
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// Draw
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@ -86,28 +90,28 @@ int main()
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ClearBackground(RAYWHITE);
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// Draw information
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DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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// Check if debug mode is enabled
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if (physicsDebug)
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if (isDebug)
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{
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// Draw every internal physics stored collider if it is active
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for (int i = 0; i < 2; i++)
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{
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if (GetCollider(i).enabled)
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{
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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}
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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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DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
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DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
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DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
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DrawRectangleLines(player->collider.bounds.x, player->collider.bounds.y, player->collider.bounds.width, player->collider.bounds.height, GREEN);
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DrawRectangleLines(player2->collider.bounds.x, player2->collider.bounds.y, player2->collider.bounds.width, player2->collider.bounds.height, GREEN);
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}
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else
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{
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// Draw player and floor
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DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
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DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
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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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DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(player->transform), RED);
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DrawRectangleRec(TransformToRectangle(player2->transform), BLUE);
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}
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// Draw all physic object information in specific screen position and font size
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// DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -115,8 +119,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadPhysics(); // Unload physic objects
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ClosePhysics(); // Unitialize physics module
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -1,135 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [physac] physics example - Rigidbody forces
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*
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* This example has been created using raylib 1.4 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_OBJECTS 5
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#define OBJECTS_OFFSET 150
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#define FORCE_INTENSITY 250.0f // Customize by user
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#define FORCE_RADIUS 100 // Customize by user
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
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InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects
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// Physic Objects initialization
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Transform objects[MAX_OBJECTS];
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
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AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
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AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
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}
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// Floor initialization
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// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
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Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
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AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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bool physicsDebug = false;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update object physics
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// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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ApplyPhysics(i, &objects[i].position);
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}
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// Check foce button input
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
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}
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// Check debug mode toggle button input
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if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Check if debug mode is enabled
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if (physicsDebug)
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{
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// Draw every internal physics stored collider if it is active (floor included)
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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if (GetCollider(i).enabled)
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{
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// Draw collider bounds
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DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
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// Check if current collider is not floor
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if (i < MAX_OBJECTS)
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{
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// Draw lines between mouse position and objects if they are in force range
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if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
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{
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DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
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}
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}
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}
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}
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// Draw radius circle
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DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
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}
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else
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{
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// Draw objects
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for (int i = 0; i < MAX_OBJECTS; i++)
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{
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DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
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}
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// Draw floor
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DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
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}
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// Draw help messages
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DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
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DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadPhysics(); // Unload physic objects
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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