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- /*******************************************************************************************
- *
- * raylib [physics] example - Basic rigidbody
- *
- * Welcome to raylib!
- *
- * To test examples, just press F6 and execute raylib_compile_execute script
- * Note that compiled executable is placed in the same folder as .c file
- *
- * You can find all basic examples on C:\raylib\raylib\examples folder or
- * raylib official webpage: www.raylib.com
- *
- * Enjoy using raylib. :)
- *
- * This example has been created using raylib 1.3 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2015 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #define OBJECT_SIZE 50
- #define PLAYER_INDEX 0
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
- SetTargetFPS(60); // Enable v-sync
- InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024)
-
- // Physics initialization
- Physics worldPhysics = {true, false, (Vector2){0, -9.81f}};
-
- // Set internal physics settings
- SetPhysics(worldPhysics);
-
- // Object initialization
- Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
- AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
- AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
-
- // 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(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
-
- // Object properties initialization
- float moveSpeed = 6.0f;
- float jumpForce = 4.5f;
- //--------------------------------------------------------------------------------------
- // 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)
- ApplyPhysics(PLAYER_INDEX, &player.position);
-
- // Check jump button input
- if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
- {
- // Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
- SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
-
- // Add jumping force in Y axis
- AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
- }
-
- // Check movement buttons input
- if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
- {
- // Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
- SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
- }
- else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
- {
- // Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
- SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
- }
-
- // Check debug mode toggle button input
- if(IsKeyPressed(KEY_P))
- {
- // Update program physics value
- worldPhysics.debug = !worldPhysics.debug;
-
- // Update internal physics value
- SetPhysics(worldPhysics);
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
-
- // Draw information
- DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 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);
-
- // Check if debug mode is enabled
- if(worldPhysics.debug)
- {
- // Draw every internal physics stored collider if it is active
- for(int i = 0; i < 2; i++)
- {
- if(GetCollider(i).enabled)
- {
- DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
- }
- }
-
- }
- else
- {
- // Draw player
- DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
-
- // Draw floor
- DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
- }
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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