mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-09-09 03:01:41 -04:00
Fixed trailing whitespace
- Removed trailing whitespace from bindings and examples.
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@@ -12,62 +12,62 @@ public partial class physics_friction
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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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* 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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*
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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] - Physics friction");
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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 rectangle physics body
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PhysicsBodyData floor = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight ), screenWidth, 100, 10);
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floor.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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PhysicsBodyData wall = CreatePhysicsBodyRectangle(new Vector2( screenWidth/2, screenHeight*0.8f ), 10, 80, 10);
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wall.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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// Create left ramp physics body
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PhysicsBodyData rectLeft = CreatePhysicsBodyRectangle(new Vector2( 25, screenHeight - 5 ), 250, 250, 10);
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rectLeft.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
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// Create right ramp physics body
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PhysicsBodyData rectRight = CreatePhysicsBodyRectangle(new Vector2( screenWidth - 25, screenHeight - 5 ), 250, 250, 10);
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rectRight.enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
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SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
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// Create dynamic physics bodies
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PhysicsBodyData bodyA = CreatePhysicsBodyRectangle(new Vector2( 35, screenHeight*0.6f ), 40, 40, 10);
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bodyA.staticFriction = 0.1f;
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bodyA.dynamicFriction = 0.1f;
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SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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PhysicsBodyData bodyB = CreatePhysicsBodyRectangle(new Vector2( screenWidth - 35, screenHeight*0.6f ), 40, 40, 10);
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bodyB.staticFriction = 1;
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bodyB.dynamicFriction = 1;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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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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@@ -80,28 +80,28 @@ public partial class physics_friction
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bodyA.velocity = new Vector2( 0, 0 );
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bodyA.angularVelocity = 0;
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SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
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bodyB.position = new Vector2( screenWidth - 35, screenHeight*0.6f );
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bodyB.velocity = new Vector2( 0, 0 );
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bodyB.angularVelocity = 0;
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SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
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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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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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PhysicsBodyData body = GetPhysicsBody(i);
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if (body.id != 0) // check for null?
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{
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int vertexCount = GetPhysicsShapeVerticesCount(i);
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@@ -110,39 +110,39 @@ public partial class physics_friction
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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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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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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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DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
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DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2, 75, 30, WHITE);
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DrawText("0.1", (int)bodyA.position.x - MeasureText("0.1", 20)/2, (int)bodyA.position.y - 7, 20, WHITE);
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DrawText("1", (int)bodyB.position.x - MeasureText("1", 20)/2, (int)bodyB.position.y - 7, 20, WHITE);
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DrawText("Press '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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//--------------------------------------------------------------------------------------
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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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