123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135 |
- /*******************************************************************************************
- *
- * raylib [physac] physics example - Rigidbody forces
- *
- * This example has been created using raylib 1.4 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #define MAX_OBJECTS 5
- #define OBJECTS_OFFSET 150
- #define FORCE_INTENSITY 250.0f // Customize by user
- #define FORCE_RADIUS 100 // Customize by user
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
- InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects
-
- // Physic Objects initialization
- Transform objects[MAX_OBJECTS];
-
- 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, 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, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
- bool physicsDebug = false;
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
-
- // 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++)
- {
- ApplyPhysics(i, &objects[i].position);
- }
-
- // Check foce button input
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
- {
- AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
- }
-
- // Check debug mode toggle button input
- if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
-
- // Check if debug mode is enabled
- if (physicsDebug)
- {
- // Draw every internal physics stored collider if it is active (floor included)
- for (int i = 0; i < MAX_OBJECTS; i++)
- {
- 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)
- {
- // 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))
- {
- DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
- }
- }
- }
- }
-
- // Draw radius circle
- DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
- }
- else
- {
- // Draw objects
- 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);
- }
-
- // Draw floor
- DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
- }
-
-
- // Draw help messages
- 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);
- DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadPhysics(); // Unload physic objects
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
|