Some formatting tweaks
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51c0b61a43
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5 changed files with 42 additions and 36 deletions
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@ -32,28 +32,30 @@ int main()
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
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SetTargetFPS(60); // Enable v-sync
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InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
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// Physics initialization
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Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
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Physics worldPhysics = { true, false, (Vector2){ 0, -9.81f } };
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// Set internal physics settings
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SetPhysics(worldPhysics);
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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, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
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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, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
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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 = 4.5f;
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float jumpForce = 5.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -67,7 +69,7 @@ int main()
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ApplyPhysics(PLAYER_INDEX, &player.position);
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// Check jump button input
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if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
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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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@ -77,12 +79,12 @@ int main()
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}
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// Check movement buttons input
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if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
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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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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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@ -110,12 +112,12 @@ int main()
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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(worldPhysics.debug)
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if (worldPhysics.debug)
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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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for (int i = 0; i < 2; i++)
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{
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if(GetCollider(i).enabled)
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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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