Some formatting tweaks

This commit is contained in:
raysan5 2016-01-20 19:09:48 +01:00
parent 51c0b61a43
commit c5663ca015
5 changed files with 42 additions and 36 deletions

View file

@ -11,11 +11,11 @@
#include "raylib.h"
#define MAX_OBJECTS 5
#define OBJECTS_OFFSET 150
#define MAX_OBJECTS 5
#define OBJECTS_OFFSET 150
#define FORCE_INTENSITY 250.0f // Customize by user
#define FORCE_RADIUS 100 // Customize by user
#define FORCE_INTENSITY 250.0f // Customize by user
#define FORCE_RADIUS 100 // Customize by user
int main()
{
@ -25,7 +25,7 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
SetTargetFPS(60); // Enable v-sync
InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
// Physics initialization
@ -36,17 +36,20 @@ int main()
// Objects initialization
Transform objects[MAX_OBJECTS];
for(int i = 0; i < MAX_OBJECTS; i++)
for (int i = 0; i < MAX_OBJECTS; i++)
{
objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
AddCollider(i, (Collider){true, RectangleCollider, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
}
// Floor initialization
// 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)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(MAX_OBJECTS, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@ -57,19 +60,19 @@ int main()
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
for(int i = 0; i < MAX_OBJECTS; i++)
for (int i = 0; i < MAX_OBJECTS; i++)
{
ApplyPhysics(i, &objects[i].position);
}
// Check foce button input
if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
}
// Check debug mode toggle button input
if(IsKeyPressed(KEY_P))
if (IsKeyPressed(KEY_P))
{
// Update program physics value
worldPhysics.debug = !worldPhysics.debug;
@ -86,21 +89,21 @@ int main()
ClearBackground(RAYWHITE);
// Check if debug mode is enabled
if(worldPhysics.debug)
if (worldPhysics.debug)
{
// Draw every internal physics stored collider if it is active (floor included)
for(int i = 0; i < MAX_OBJECTS + 1; i++)
for (int i = 0; i < MAX_OBJECTS + 1; i++)
{
if(GetCollider(i).enabled)
if (GetCollider(i).enabled)
{
// Draw collider bounds
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
// Check if current collider is not floor
if(i < MAX_OBJECTS)
if (i < MAX_OBJECTS)
{
// Draw lines between mouse position and objects if they are in force range
if(CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
{
DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
}
@ -114,7 +117,7 @@ int main()
else
{
// Draw objects
for(int i = 0; i < MAX_OBJECTS; i++)
for (int i = 0; i < MAX_OBJECTS; i++)
{
DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
}