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// main.c
#include <math.h>
#include <raylib.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include "graphics.h"
#include "physics.h"
#include "common.h"
int main(void)
{
// physics related
object_t world[MAX_OBJECTS];
uint32_t objs_count = 0;
float force_gravity = FORCE_GRAVITY_DEFAULT;
object_t* grabbed_obj = NULL;
bool anti_gravity_toggle = false;
world[0] = (object_t){
.color = RANDOM_COLOR(),
.elast = 0.9f,
.frict = 0.99f,
.grabbed = true,
.pos_prev = {0},
.registered = true,
.size_x = 75,
.size_y = 75,
.vel = {200, 200},
.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
.obj_type = RANDOM_SHAPE()
};
objs_count = 1;
init_physics(world, MAX_OBJECTS);
init_graphics(WINDOW_X, WINDOW_Y, SCREEN_TITLE);
while(!WindowShouldClose()) {
Vector2 pos_cursor = GetMousePosition();
if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
if(objs_count == 0) {
grabbed_obj = NULL;
} else {
for(uint32_t iter = objs_count; iter > 0; iter--) {
object_t* obj = &world[iter - 1];
float dx = pos_cursor.x - obj->pos.x;
float dy = pos_cursor.y - obj->pos.y;
if(hypot(dx, dy) <= (obj->size_x && obj->size_y)) {
obj->grabbed = true;
grabbed_obj = obj;
break;
}
}
}
}
if (IsMouseButtonReleased(MOUSE_BUTTON_RIGHT)) {
if(grabbed_obj != NULL) {
grabbed_obj->grabbed = false;
grabbed_obj = NULL;
}
}
if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
if(objs_count < MAX_OBJECTS) {
world[objs_count++] = (object_t){
.color = RANDOM_COLOR(),
.elast = 0.9f,
.frict = 0.99f,
.pos = pos_cursor,
.pos_prev = pos_cursor,
.vel = {
(float)GetRandomValue(-300, 300),
(float)GetRandomValue(-300, 300)
},
.grabbed = false,
.registered = true,
.mass = GetRandomValue(3, 100), // will be done later
.size_x = GetRandomValue(50, 100), //everything smaller than 3 would xbe too small
.size_y = GetRandomValue(50, 100),
.obj_type = RANDOM_SHAPE()
};
}
}
if(IsKeyPressed(KEY_G)) {
if(anti_gravity_toggle) {
force_gravity = -75.0f;
anti_gravity_toggle = false;
} else if(!anti_gravity_toggle) {
force_gravity = FORCE_GRAVITY_DEFAULT;
anti_gravity_toggle = true;
}
}
// to-do
/* if(IsKeyPressed(KEY_C)) { */
/* clear_world(world); */
/* } */
float dt = GetFrameTime();
update_physics(world, objs_count, force_gravity, dt);
begin_graphics_drawing();
clear_graphics(RAYWHITE);
draw_graphics_objects(world, objs_count);
draw_graphics_info(objs_count);
end_graphics_drawing();
}
close_graphics();
return EXIT_SUCCESS;
}
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