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https://github.com/raylib-cs/raylib-cs
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Fixed line endings
- Line endings were not correct causing files to not display correctly.
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File diff suppressed because one or more lines are too long
@ -3,8 +3,132 @@ using static Raylib.Raylib;
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public partial class physics_movement
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{
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/*******************************************************************************************
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*
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* Physac - Physics movement
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*
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/*******************************************************************************************
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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 $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -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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public const float VELOCITY = 0.5f;
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public static 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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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "Physac [raylib] - Physics movement");
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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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// Initialize physics and default physics bodies
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InitPhysics();
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// Create floor and walls rectangle physics body
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PhysicsBodyData floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), screenWidth, 100, 10);
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PhysicsBodyData platformLeft = CreatePhysicsBodyRectangle(new Vector2( screenWidth*0.25f, screenHeight*0.6f ), screenWidth*0.25f, 10, 10);
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PhysicsBodyData platformRight = CreatePhysicsBodyRectangle(new Vector2( screenWidth*0.75f, screenHeight*0.6f ), screenWidth*0.25f, 10, 10);
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PhysicsBodyData wallLeft = CreatePhysicsBodyRectangle(new Vector2( -5, screenHeight/2 ), 10, screenHeight, 10);
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PhysicsBodyData wallRight = CreatePhysicsBodyRectangle(new Vector2( screenWidth + 5, screenHeight/2 ), 10, screenHeight, 10);
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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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// Create movement physics body
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PhysicsBodyData body = CreatePhysicsBodyRectangle(new 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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SetTargetFPS(60);
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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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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 = new Vector2( screenWidth/2, screenHeight/2 );
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body.velocity = new Vector2( 0, 0 );
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SetPhysicsBodyRotation(body, 0);
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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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// 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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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DrawFPS(screenWidth - 90, screenHeight - 30);
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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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var ibody = GetPhysicsBody(i);
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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(ibody, j);
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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(ibody, jj);
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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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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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DrawText("Physac", logoX, logoY, 30, WHITE);
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DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
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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
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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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}
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File diff suppressed because one or more lines are too long
@ -3,6 +3,125 @@ using static Raylib.Raylib;
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public partial class physics_shatter
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{
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/*******************************************************************************************
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*
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/*******************************************************************************************
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*
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* Physac - Body shatter
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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 $(RAYLIB_DIR)\raylib\raylib.rc.o -static -lraylib -lpthread
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* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -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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public static 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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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "Physac [raylib] - Body shatter");
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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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bool needsReset = false;
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// Initialize physics and default physics bodies
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InitPhysics();
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SetPhysicsGravity(0, 0);
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// Create random polygon physics body to shatter
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CreatePhysicsBodyPolygon(new Vector2( screenWidth/2, screenHeight/2 ), GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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SetTargetFPS(60);
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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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// Delay initialization of variables due to physics reset asynchronous
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if (needsReset)
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{
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// Create random polygon physics body to shatter
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CreatePhysicsBodyPolygon(new Vector2( screenWidth/2, screenHeight/2 ), GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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}
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if (IsKeyPressed('R')) // Reset physics input
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{
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ResetPhysics();
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needsReset = true;
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}
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
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{
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// Note: some values need to be stored in variables due to asynchronous changes during main thread
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int count = GetPhysicsBodiesCount();
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for (int i = count - 1; i >= 0; i--)
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{
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PhysicsBodyData currentBody = GetPhysicsBody(i);
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if (currentBody.id != 0) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody.inverseMass);
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}
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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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ClearBackground(BLACK);
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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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PhysicsBodyData currentBody = GetPhysicsBody(i);
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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(currentBody, j);
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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(currentBody, jj);
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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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DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
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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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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
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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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}
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