Updated and improved physac examples
This commit is contained in:
parent
7128ef686d
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2 changed files with 201 additions and 49 deletions
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@ -12,7 +12,7 @@
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#include "raylib.h"
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#include "raylib.h"
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#define MOVE_VELOCITY 5
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#define MOVE_VELOCITY 5
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#define JUMP_VELOCITY 35
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#define JUMP_VELOCITY 30
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int main()
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int main()
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{
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{
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@ -22,42 +22,34 @@ int main()
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int screenHeight = 450;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
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InitPhysics(); // Initialize physics module
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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SetTargetFPS(60);
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SetTargetFPS(60);
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// Debug variables
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// Debug variables
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bool isDebug = false;
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bool isDebug = false;
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// Player physic object
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// Create rectangle physic object
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PhysicObject *player = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
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player->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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player->rigidbody.applyGravity = true;
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rectangle->rigidbody.applyGravity = true;
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player->rigidbody.friction = 0.3f;
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rectangle->rigidbody.friction = 0.1f;
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player->collider.enabled = true; // Enable physic object collisions detection
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rectangle->rigidbody.bounciness = 6.0f;
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// Player physic object
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// Create square physic object
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PhysicObject *player2 = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
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player2->rigidbody.enabled = true;
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square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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player2->rigidbody.applyGravity = true;
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square->rigidbody.applyGravity = true;
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player2->rigidbody.friction = 0.1f;
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square->rigidbody.friction = 0.1f;
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player2->collider.enabled = true;
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// Floor physic object
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// Create walls physic objects
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PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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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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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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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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PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
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// Platform physic objectdd
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// Create pplatform physic object
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PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
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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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//--------------------------------------------------------------------------------------
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@ -68,20 +60,18 @@ int main()
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdatePhysics(); // Update all created physic objects
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UpdatePhysics(); // Update all created physic objects
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// Check debug switch input
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// Check rectangle movement inputs
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if (IsKeyPressed('P')) isDebug = !isDebug;
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if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
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if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
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// Check player movement inputs
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else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
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if (IsKeyDown('W') && player->rigidbody.isGrounded) player->rigidbody.velocity.y = JUMP_VELOCITY;
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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 player 2 movement inputs
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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_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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if (IsKeyDown(KEY_LEFT)) player2->rigidbody.velocity.x = -MOVE_VELOCITY;
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// Check debug switch input
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else if (IsKeyDown(KEY_RIGHT)) player2->rigidbody.velocity.x = MOVE_VELOCITY;
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if (IsKeyPressed('P')) isDebug = !isDebug;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -89,29 +79,31 @@ int main()
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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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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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DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
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DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
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DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
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if (isDebug)
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if (isDebug)
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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(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(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(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
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DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->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(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(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->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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DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
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}
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else
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{
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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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}
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// Draw all physic object information in specific screen position and font size
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// Draw help message
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// DrawPhysicObjectInfo(player, (Vector2){ 10.0f, 10.0f }, 10);
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DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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160
examples/physics_forces.c
Normal file
160
examples/physics_forces.c
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@ -0,0 +1,160 @@
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/*******************************************************************************************
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*
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* raylib [physac] example - Forces
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*
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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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*
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********************************************************************************************/
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#include "raylib.h"
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#include "math.h"
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#define FORCE_AMOUNT 5.0f
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#define FORCE_RADIUS 150
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#define LINE_LENGTH 100
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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 [physac] example - forces");
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InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
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SetTargetFPS(60);
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// Global variables
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Vector2 mousePosition;
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bool isDebug = false;
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// Create rectangle physic objects
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PhysicObject *rectangles[3];
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for (int i = 0; i < 3; i++)
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{
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rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
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rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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rectangles[i]->rigidbody.friction = 0.1f;
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}
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// Create circles physic objects
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PhysicObject *circles[3];
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for (int i = 0; i < 3; i++)
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{
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circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
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circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
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circles[i]->rigidbody.friction = 0.1f;
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circles[i]->collider.type = COLLIDER_CIRCLE;
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circles[i]->collider.radius = 25;
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}
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// Create walls physic objects
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PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
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PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
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PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
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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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UpdatePhysics(); // Update all created physic objects
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// Update mouse position value
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mousePosition = GetMousePosition();
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// Check force input
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
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// Check reset input
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if (IsKeyPressed('R'))
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{
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// Reset rectangle physic objects positions
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for (int i = 0; i < 3; i++)
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{
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rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
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rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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}
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// Reset circles physic objects positions
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for (int i = 0; i < 3; i++)
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{
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circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
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circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
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}
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}
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// Check debug switch input
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if (IsKeyPressed('P')) isDebug = !isDebug;
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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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// Draw rectangles
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for (int i = 0; i < 3; i++)
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{
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// Convert transform values to rectangle data type variable
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DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
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if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
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// Draw force radius
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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// Draw direction line
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if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
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{
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Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
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float angle = atan2l(direction.y, direction.x);
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DrawLineV((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 },
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(Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) }, BLACK);
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}
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}
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// Draw circles
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for (int i = 0; i < 3; i++)
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{
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DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
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if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
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// Draw force radius
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DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
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// Draw direction line
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if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
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{
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Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
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float angle = atan2l(direction.y, direction.x);
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DrawLineV((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y },
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(Vector2){ circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) }, BLACK);
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}
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}
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// Draw help messages
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DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
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DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
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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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ClosePhysics(); // Unitialize physics module
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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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