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- /*******************************************************************************************
- *
- * Physac - Body shatter
- *
- * NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
- * The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
- *
- * Copyright (c) 2016 Victor Fisac
- *
- ********************************************************************************************/
- #include "raylib.h"
- #define PHYSAC_IMPLEMENTATION
- #include "..\src\physac.h"
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
- SetConfigFlags(FLAG_MSAA_4X_HINT);
- InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
- SetTargetFPS(60);
- // Physac logo drawing position
- int logoX = screenWidth - MeasureText("Physac", 30) - 10;
- int logoY = 15;
- // Initialize physics and default physics bodies
- InitPhysics();
- SetPhysicsGravity(0, 0);
- // Create random polygon physics body to shatter
- PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (IsKeyPressed('R')) // Reset physics input
- {
- ResetPhysics();
- // Create random polygon physics body to shatter
- body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
- }
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
- {
- // Note: some values need to be stored in variables due to asynchronous changes during main thread
- int count = GetPhysicsBodiesCount();
- for (int i = count - 1; i >= 0; i--)
- {
- PhysicsBody currentBody = GetPhysicsBody(i);
- if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
- }
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(BLACK);
- // Draw created physics bodies
- int bodiesCount = GetPhysicsBodiesCount();
- for (int i = 0; i < bodiesCount; i++)
- {
- PhysicsBody currentBody = GetPhysicsBody(i);
- int vertexCount = GetPhysicsShapeVerticesCount(i);
- for (int j = 0; j < vertexCount; j++)
- {
- // Get physics bodies shape vertices to draw lines
- // Note: GetPhysicsShapeVertex() already calculates rotation transformations
- Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
- int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
- Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
- DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
- }
- }
- DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
- DrawText("Physac", logoX, logoY, 30, WHITE);
- DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- ClosePhysics(); // Unitialize physics
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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