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			Examples categories are independent from the module they use, despite in some cases module name matches category name.
		
			
				
	
	
		
			134 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			134 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   Physac - Physics movement
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| *
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| *   NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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| *   NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
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| *
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| *   Use the following line to compile:
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| *
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| *   gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static  /
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| *       -lraylib -lpthread -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm /
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| *       -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
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| *
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| *   Copyright (c) 2016-2018 Victor Fisac
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #define PHYSAC_IMPLEMENTATION
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| #define PHYSAC_NO_THREADS
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| #include "physac.h"
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| 
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| #define VELOCITY    0.5f
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| 
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     SetConfigFlags(FLAG_MSAA_4X_HINT);
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|     InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
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| 
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|     // Physac logo drawing position
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|     int logoX = screenWidth - MeasureText("Physac", 30) - 10;
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|     int logoY = 15;
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| 
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|     // Initialize physics and default physics bodies
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|     InitPhysics();
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| 
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|     // Create floor and walls rectangle physics body
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|     PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, screenWidth, 100, 10);
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|     PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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|     PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
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|     PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2 }, 10, screenHeight, 10);
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|     PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth + 5, screenHeight/2 }, 10, screenHeight, 10);
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| 
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|     // Disable dynamics to floor and walls physics bodies
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|     floor->enabled = false;
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|     platformLeft->enabled = false;
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|     platformRight->enabled = false;
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|     wallLeft->enabled = false;
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|     wallRight->enabled = false;
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| 
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|     // Create movement physics body
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|     PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight/2 }, 50, 50, 1);
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|     body->freezeOrient = true;      // Constrain body rotation to avoid little collision torque amounts
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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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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|         RunPhysicsStep();
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| 
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|         if (IsKeyPressed('R'))    // Reset physics input
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|         {
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|             // Reset movement physics body position, velocity and rotation
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|             body->position = (Vector2){ screenWidth/2, screenHeight/2 };
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|             body->velocity = (Vector2){ 0, 0 };
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|             SetPhysicsBodyRotation(body, 0);
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|         }
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| 
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|         // Horizontal movement input
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|         if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
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|         else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
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| 
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|         // Vertical movement input checking if player physics body is grounded
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|         if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(BLACK);
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| 
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|             DrawFPS(screenWidth - 90, screenHeight - 30);
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| 
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|             // Draw created physics bodies
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|             int bodiesCount = GetPhysicsBodiesCount();
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|             for (int i = 0; i < bodiesCount; i++)
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|             {
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|                 PhysicsBody body = GetPhysicsBody(i);
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| 
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|                 int vertexCount = GetPhysicsShapeVerticesCount(i);
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|                 for (int j = 0; j < vertexCount; j++)
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|                 {
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|                     // Get physics bodies shape vertices to draw lines
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|                     // Note: GetPhysicsShapeVertex() already calculates rotation transformations
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|                     Vector2 vertexA = GetPhysicsShapeVertex(body, j);
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| 
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|                     int jj = (((j + 1) < vertexCount) ? (j + 1) : 0);   // Get next vertex or first to close the shape
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|                     Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
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| 
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|                     DrawLineV(vertexA, vertexB, GREEN);     // Draw a line between two vertex positions
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|                 }
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|             }
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| 
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|             DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
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|             DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
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| 
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|             DrawText("Physac", logoX, logoY, 30, WHITE);
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|             DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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
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| 
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|     CloseWindow();        // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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