very bad collision(work in progress)
This commit is contained in:
1
.gitignore
vendored
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.gitignore
vendored
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.vscode/
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23
Makefile
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23
Makefile
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CC=gcc
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SRC=src/main.c \
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src/world.c \
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src/player.c \
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src/physics.c \
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src/render.c \
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src/collision.c\
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OUT=wrldbox
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INCLUDES=-Iinclude
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LIBPATH=-Llib
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CFLAGS=-O2 -Wall
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LIBS=-lraylib -lX11 -ldl -lpthread -lm
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all:
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$(CC) $(SRC) $(CFLAGS) $(INCLUDES) $(LIBPATH) -o $(OUT) $(LIBS)
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clean:
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rm -f $(OUT)
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21
OLD/Makefile
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21
OLD/Makefile
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# 1. Variables (to avoid repeating yourself)
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CC = gcc
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CFLAGS = -Iinclude
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LDFLAGS = -Llib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
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# 2. Default target (runs when you just type 'make')
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default: visual text
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# 3. Specific build targets
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visual: ray.c
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$(CC) ray.c -o ray.out $(CFLAGS) $(LDFLAGS)
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text: text_physics.c
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$(CC) text_physics.c -o text_physics.out $(CFLAGS) $(LDFLAGS)
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# 4. Cleanup targets (all mapped to the same action)
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clean clear rm remove wipe:
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rm -f ray.out text_physics.out
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# 5. Phony targets (tells make these are actions, not actual files)
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.PHONY: default visual text clean clear rm remove wipe
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1743
OLD/include/raylib.h
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1743
OLD/include/raylib.h
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File diff suppressed because it is too large
Load Diff
BIN
OLD/lib/libraylib.a
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BIN
OLD/lib/libraylib.a
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126
OLD/ray.c
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126
OLD/ray.c
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// ray.c A-0-i by team wholeworldcoding.
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// working physics simulation with 1 object, limited playground and fixed parameters
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// This is P7MJ, out.
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// Changes:
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// Reversing gravity makes it work?!!!
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// Added scale factor, mathed the shit out of that.
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#include <stdio.h>
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#include <stdlib.h>
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#include "raylib.h"
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const float scale=43.7445319335; // We must find a scale factor, as gravity is calculated based on PIXELS rather than METERS. We say the character is 3 ft so we divide 40 pixels by the equvalent amount of meters for 3ft which is .9144. so 40/.9144 to get what one pixel is in terms of meters. Left as a variable because this will probably be recalculated eventually.
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const float g = 9.81*scale; // Gravity is inversed cause raylib uses top right corner as origin.
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float obj_x = 100; // Starting X (pixels)
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float obj_y = 100; // Starting Y (pixels)
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float obj_vel_x = 50; // Velocity X (pixels/second)
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float obj_vel_y = 0; // Velocity Y (pixels/second)
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float ground_y = 550; // Ground at 550 pixels (assuming 600px screen height)
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float time_step = 0.0f;
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float rect_size = 40; // Size of the rectangle
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int main(void) {
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const int screenWidth = 800;
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const int screenHeight = 600;
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InitWindow(screenWidth, screenHeight, "WrldBox // ray.c");
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SetTargetFPS(60); // 60 frames per second
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float deltaTime = 0.0f;
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bool isSimulating = true;
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printf(">= SIMULATION PARAMETERS =<\n");
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printf("g= %f\nX= %.2f Y= %.2f GROUND_Y= %.2f\nVEL_X= %.2f VEL_Y= %.2f\n\n",
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g, obj_x, obj_y, ground_y, obj_vel_x, obj_vel_y);
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while (!WindowShouldClose()) {
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// Calculate delta time (time since last frame)
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deltaTime = GetFrameTime();
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// Control simulation with spacebar
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if (IsKeyPressed(KEY_SPACE)) {
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isSimulating = !isSimulating;
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}
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// Reset with R key
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if (IsKeyPressed(KEY_R)) {
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obj_x = 100;
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obj_y = 100;
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obj_vel_x = 50;
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obj_vel_y = 0;
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time_step = 0.0f;
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isSimulating = true;
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printf("\n>= SIMULATION RESET =<\n");
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}
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// Update physics if simulating and object is above ground
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if (isSimulating && obj_y + rect_size/2 < ground_y) {
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// Your original physics logic with deltaTime
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obj_vel_y += deltaTime * g; // v = u + at
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obj_y += obj_vel_y * deltaTime; // s = ut + 1/2 at^2 is handled by this
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obj_x += obj_vel_x * deltaTime;
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time_step += deltaTime;
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// Real-time console output (optional)
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if ((int)(time_step * 60) % 30 == 0) { // Print every ~0.5 seconds
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printf("\r[%.2fs] X: %.2f Y: %.2f VEL_X: %.2f VEL_Y: %.2f",
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time_step, obj_x, obj_y, obj_vel_x, obj_vel_y);
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fflush(stdout);
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}
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}
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// Clamp to ground (prevent going through)
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if (obj_y + rect_size/2 >= ground_y) {
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obj_y = ground_y - rect_size/2;
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if (isSimulating) {
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printf("\n\n>= Object Hit Ground =<\n");
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printf("X: %.2f, Y: %.2f, VEL_X: %.2f, VEL_Y: %.2f TIME: %.2f\n",
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obj_x, obj_y, obj_vel_x, obj_vel_y, time_step);
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isSimulating = false;
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}
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}
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// Keep rectangle in screen bounds horizontally
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if (obj_x - rect_size/2 < 0) obj_x = rect_size/2;
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if (obj_x + rect_size/2 > screenWidth) obj_x = screenWidth - rect_size/2;
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// Drawing
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw ground line
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DrawLine(0, ground_y, screenWidth, ground_y, DARKGRAY);
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// Draw ground label
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DrawText("GROUND", 10, ground_y + 5, 20, DARKGRAY);
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// Draw the falling rectangle
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Rectangle rect = { obj_x - rect_size/2, obj_y - rect_size/2, rect_size, rect_size };
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DrawRectangleRec(rect, RED);
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DrawRectangleLinesEx(rect, 2, MAROON);
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// Draw info text
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DrawText(TextFormat("Time: %.2f s", time_step), 10, 10, 20, DARKGRAY);
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DrawText(TextFormat("Position: (%.1f, %.1f)", obj_x, obj_y), 10, 35, 20, DARKGRAY);
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DrawText(TextFormat("Velocity: (%.1f, %.1f)", obj_vel_x, obj_vel_y), 10, 60, 20, DARKGRAY);
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DrawText(TextFormat("Status: %s", isSimulating ? "SIMULATING" : "PAUSED"), 10, 85, 20, isSimulating ? GREEN : RED);
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// Draw controls help
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DrawText("Controls:", screenWidth - 200, 10, 20, DARKGRAY);
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DrawText("SPACE: Pause/Resume", screenWidth - 200, 35, 15, DARKGRAY);
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DrawText("R: Reset", screenWidth - 200, 55, 15, DARKGRAY);
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DrawText("ESC: Exit", screenWidth - 200, 75, 15, DARKGRAY);
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// Draw velocity vector (optional visualization)
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Vector2 velocityEnd = { obj_x + obj_vel_x * 0.1f, obj_y + obj_vel_y * 0.1f };
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DrawLineEx((Vector2){obj_x, obj_y}, velocityEnd, 3, BLUE);
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DrawText("Velocity Vector", obj_x + 5, obj_y - 10, 15, BLUE);
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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4
OLD/structure.txt
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4
OLD/structure.txt
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launcher.c
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render.c
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character.c
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physics.c
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38
OLD/text_physics.c
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OLD/text_physics.c
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#include <stdio.h>
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#include <stdlib.h>
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#ifdef _WIN32
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#include <windows.h>
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#define cross_sleep(ms) Sleep(ms) // Windows Sleep takes milliseconds
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#else
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#include <unistd.h>
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#define cross_sleep(ms) usleep(ms * 1000) // POSIX usleep takes microseconds
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#endif
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const float g = -9.81;
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float obj_x = 0;
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float obj_y = 100;
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float obj_vel_x = 3;
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float obj_vel_y = 0;
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float ground_y = 0;
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float time = 0;
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int main() {
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printf(">= SIMULATION PARAMETERS =<\n");
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printf("g= %f\nX= %f Y= %f GROUND_Y= %f\nVEL_X= %.f VEL_Y= %f\n\n", g, obj_x, obj_y, ground_y, obj_vel_x, obj_vel_y);
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while (obj_y > ground_y){
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// Add to the vel;
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obj_vel_y += 0.001 * g;
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// calculate change based on new vel
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obj_y += obj_vel_y * 0.001;
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obj_x += obj_vel_x * 0.001;
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printf("\r[%.2fs] X: %.2f Y: %.2f VEL_X: %.2f VEL_Y: %.2f", time, obj_x, obj_y, obj_vel_x, obj_vel_y);
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fflush(stdout);
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cross_sleep(1);
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time += 0.001;
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}
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printf("\n\n>= Object End Stats =<\n");
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printf("X: %.2f, Y: %.2f, VEL_X: %.2f, VEL_Y: %.2f TIME: %f\n", obj_x, obj_y, obj_vel_x, obj_vel_y, time);
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return 0;
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}
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30
README.md
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30
README.md
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# WrldBox Engine
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This project *is* the next major `wholeworldcoding` project.
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## 🧊Introduction
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**WrldBox** is a work-in-progress sandbox simulator made by Team wholeworldcoding. It is currently in a pretty developed experimental stage.
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It consists of several components:
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- `src/main.c`, Main script. Takes all other src and actually renders the engine.
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- `src/physics.c`, All the science & math crap. Ugh. (physics.h: exposes UpdateEntities function)
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- `src/render.c`, Rendering of entities. Entities are currently limited to rectangles for... no particular reason. (render.h: exposes DrawEntities function)
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- `src/player.c`, Player control scripting. (player.h: exposes UpdatePlayerControls function)
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- More stuff in src. README in progress.
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- OLD contains the original logic this came from.
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## 🛠️ Build and Compile
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Clone the repository. Once you have navigated to the folder, you can run:
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- `make`
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## 🏅Credits
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This project was impossible without the support of all three `wholeworldcoding` members.
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and Alex
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1743
include/raylib.h
Executable file
1743
include/raylib.h
Executable file
File diff suppressed because it is too large
Load Diff
BIN
lib/libraylib.a
Executable file
BIN
lib/libraylib.a
Executable file
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48
src/collision.c
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48
src/collision.c
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#include "world.h"
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#include <math.h>
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#include "config.h"
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#include "collision.h"
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#include "player.h"
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void checkCollision(){
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float playerx=0.0;
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float playery=0.0;
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float plrsize=0.0;
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for (int i = 0; i < MAX_ENTITIES; i++){
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Entity *e = &entities[i];
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if (!e->active)
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continue;
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if(e->isPlayer == false){
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float objposx=e->position.x;
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//float objposy=e->position.y;
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float objsize=e->size;
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if(playerx-(plrsize/2)<objposx+(objsize/2) && playerx-(plrsize/2)>objposx-(objsize/2)){
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ApplyForce(
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e,
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(Vector2){10000, 1000}
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);
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if(dir){
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ApplyForce(
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player,
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(Vector2){(curhorvel*3), 1000}
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);
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|
}
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else{
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ApplyForce(
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player,
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(Vector2){-(curhorvel*3), 1000}
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);
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}
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}
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}
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else{
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playerx=e->position.x;
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playery=e->position.y;
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|
if(playery==playery)
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|
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plrsize=e->size;
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|
}
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|
}
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|
}
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8
src/collision.h
Normal file
8
src/collision.h
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#ifndef COLLISION_H
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#define COLLISION_H
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// FUNction declaration! yay!!!
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// run by main.c constantly to allow player input.
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void checkCollision();
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#endif
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21
src/config.h
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21
src/config.h
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#ifndef CONFIG_H
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#define CONFIG_H
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#define MAX_ENTITIES 512
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extern const float scale;
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extern const float g;
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extern const float PLAYER_FORCE;
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extern const float JUMP_FORCE;
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extern const float AIR_DRAG;
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extern const float GROUND_FRICTION;
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extern const float MAX_PLAYER_SPEED;
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extern const float BOUNCE;
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extern const float ground_y;
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#endif
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10
src/docprogress.txt
Normal file
10
src/docprogress.txt
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|
main.c - Done
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|
physics.c - Done, refine later
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|
physics.h - Done
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|
render.c - Done
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|
render.h - Done
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|
player.c - Done
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|
player.h - Done
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|
world.c
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|
world.h
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|
config.h
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26
src/entity.h
Normal file
26
src/entity.h
Normal file
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|
#ifndef ENTITY_H
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|
#define ENTITY_H
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|
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||||||
|
#include <stdbool.h>
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|
#include "raylib.h"
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|
|
||||||
|
typedef struct Entity
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|
{
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||||||
|
bool active;
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||||||
|
|
||||||
|
bool isPlayer;
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||||||
|
bool affectedByGravity;
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||||||
|
|
||||||
|
float mass;
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||||||
|
float size;
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||||||
|
|
||||||
|
Vector2 position;
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||||||
|
Vector2 velocity;
|
||||||
|
Vector2 acceleration;
|
||||||
|
Vector2 force;
|
||||||
|
|
||||||
|
Color color;
|
||||||
|
|
||||||
|
} Entity;
|
||||||
|
|
||||||
|
#endif
|
||||||
184
src/main.c
Normal file
184
src/main.c
Normal file
@@ -0,0 +1,184 @@
|
|||||||
|
#include <stdio.h>
|
||||||
|
// add all the shit from the other shit
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "world.h"
|
||||||
|
#include "physics.h"
|
||||||
|
#include "player.h"
|
||||||
|
#include "render.h"
|
||||||
|
#include "config.h"
|
||||||
|
#include "collision.h"
|
||||||
|
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Let's make a window
|
||||||
|
const int screenWidth = 1000;
|
||||||
|
const int screenHeight = 600;
|
||||||
|
|
||||||
|
InitWindow(
|
||||||
|
screenWidth,
|
||||||
|
screenHeight,
|
||||||
|
"WrldBox Sandbox");
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
|
||||||
|
// Now we actually start the code
|
||||||
|
InitWorld();
|
||||||
|
|
||||||
|
printf("WrldBox engine started\n");
|
||||||
|
printf("Gravity = %.2f\n", g);
|
||||||
|
|
||||||
|
// until we close the window, expect inputs
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
float dt = GetFrameTime();
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_P))
|
||||||
|
{
|
||||||
|
// If it's simulating, stop simulating. If it isn't simulating, start simulating.
|
||||||
|
isSimulating = !isSimulating;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_R))
|
||||||
|
{
|
||||||
|
// VERY complicated reset logic
|
||||||
|
InitWorld();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_Q))
|
||||||
|
{
|
||||||
|
// We're gonna have to rewrite the entity logic at some point. Because an actual game doesn't just contain a bunch of blocks. But whatever for now...
|
||||||
|
// Q key pressed? -> Poof, box, random position, random size, random color.
|
||||||
|
SpawnEntity(
|
||||||
|
GetRandomValue(50, 950),
|
||||||
|
GetRandomValue(20, 150),
|
||||||
|
GetRandomValue(15, 45),
|
||||||
|
1.0f,
|
||||||
|
(Color)
|
||||||
|
{
|
||||||
|
GetRandomValue(50,255),
|
||||||
|
GetRandomValue(50,255),
|
||||||
|
GetRandomValue(50,255),
|
||||||
|
255
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||||
|
{
|
||||||
|
// Spawn cube where the mouse is when it clicks!
|
||||||
|
Vector2 m = GetMousePosition();
|
||||||
|
|
||||||
|
SpawnEntity(
|
||||||
|
m.x,
|
||||||
|
m.y,
|
||||||
|
25,
|
||||||
|
1.0f,
|
||||||
|
ORANGE);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isSimulating)
|
||||||
|
{
|
||||||
|
// allow player to be controlled, fit everything within the size of the screen
|
||||||
|
UpdatePlayerControls();
|
||||||
|
checkCollision();
|
||||||
|
UpdateEntities(dt, screenWidth);
|
||||||
|
|
||||||
|
simTime += dt;
|
||||||
|
}
|
||||||
|
|
||||||
|
// UI shenanigans
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawLine(
|
||||||
|
0,
|
||||||
|
(int)ground_y,
|
||||||
|
screenWidth,
|
||||||
|
(int)ground_y,
|
||||||
|
DARKGRAY);
|
||||||
|
|
||||||
|
DrawText(
|
||||||
|
"GROUND",
|
||||||
|
10,
|
||||||
|
(int)ground_y + 5,
|
||||||
|
20,
|
||||||
|
DARKGRAY);
|
||||||
|
|
||||||
|
DrawEntities();
|
||||||
|
|
||||||
|
DrawRectangle(
|
||||||
|
0,
|
||||||
|
0,
|
||||||
|
screenWidth,
|
||||||
|
120,
|
||||||
|
Fade(LIGHTGRAY, 0.4f));
|
||||||
|
|
||||||
|
DrawText(
|
||||||
|
"WRLDBOX SANDBOX",
|
||||||
|
10,
|
||||||
|
10,
|
||||||
|
28,
|
||||||
|
BLACK);
|
||||||
|
|
||||||
|
DrawText(
|
||||||
|
TextFormat("Time: %.2f", simTime),
|
||||||
|
10,
|
||||||
|
45,
|
||||||
|
20,
|
||||||
|
BLACK);
|
||||||
|
|
||||||
|
DrawText(
|
||||||
|
TextFormat("Entities: %d",
|
||||||
|
CountEntities()),
|
||||||
|
10,
|
||||||
|
70,
|
||||||
|
20,
|
||||||
|
BLACK);
|
||||||
|
|
||||||
|
if (player)
|
||||||
|
{
|
||||||
|
DrawText(
|
||||||
|
TextFormat(
|
||||||
|
"Player Pos: %.1f %.1f",
|
||||||
|
player->position.x,
|
||||||
|
player->position.y),
|
||||||
|
250,
|
||||||
|
45,
|
||||||
|
20,
|
||||||
|
BLACK);
|
||||||
|
|
||||||
|
DrawText(
|
||||||
|
TextFormat(
|
||||||
|
"Player Vel: %.1f %.1f",
|
||||||
|
player->velocity.x,
|
||||||
|
player->velocity.y),
|
||||||
|
250,
|
||||||
|
70,
|
||||||
|
20,
|
||||||
|
BLACK);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawText(
|
||||||
|
isSimulating ?
|
||||||
|
"SIMULATING" :
|
||||||
|
"PAUSED",
|
||||||
|
850,
|
||||||
|
15,
|
||||||
|
25,
|
||||||
|
isSimulating ?
|
||||||
|
GREEN :
|
||||||
|
RED);
|
||||||
|
|
||||||
|
DrawText("A/D = Move", 700, 45, 18, BLACK);
|
||||||
|
DrawText("SPACE = Jump", 700, 65, 18, BLACK);
|
||||||
|
DrawText("LMB = Spawn Cube", 700, 85, 18, BLACK);
|
||||||
|
DrawText("Q = Random Cube", 700, 105, 18, BLACK);
|
||||||
|
DrawText("P = Pause | R = Reset", 700, 125, 18, BLACK);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
}
|
||||||
|
|
||||||
|
// When the window wants to close, close it. What a surprise.
|
||||||
|
CloseWindow();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
132
src/physics.c
Normal file
132
src/physics.c
Normal file
@@ -0,0 +1,132 @@
|
|||||||
|
#include <math.h>
|
||||||
|
// better hope you were paying attention in physics class for this one
|
||||||
|
#include "physics.h"
|
||||||
|
#include "world.h"
|
||||||
|
#include "config.h"
|
||||||
|
|
||||||
|
// Main physics update loop for all entities
|
||||||
|
void UpdateEntities(float dt, int screenWidth)
|
||||||
|
{
|
||||||
|
// Iterate through all possible entities
|
||||||
|
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||||
|
{
|
||||||
|
Entity *e = &entities[i];
|
||||||
|
|
||||||
|
// Skip inactive entities
|
||||||
|
if (!e->active)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Check if entity is currently touching the ground
|
||||||
|
// YOU'RE GROUNDED!!! lol
|
||||||
|
bool onGround = IsGrounded(e);
|
||||||
|
|
||||||
|
// Apply gravity force if enabled for this entity
|
||||||
|
if (e->affectedByGravity)
|
||||||
|
{
|
||||||
|
ApplyForce(
|
||||||
|
e,
|
||||||
|
(Vector2){0, e->mass * g}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute acceleration from accumulated forces (F = ma)
|
||||||
|
e->acceleration.x =
|
||||||
|
e->force.x / e->mass;
|
||||||
|
|
||||||
|
e->acceleration.y =
|
||||||
|
e->force.y / e->mass;
|
||||||
|
|
||||||
|
// Integrate velocity from acceleration
|
||||||
|
e->velocity.x +=
|
||||||
|
e->acceleration.x * dt;
|
||||||
|
|
||||||
|
e->velocity.y +=
|
||||||
|
e->acceleration.y * dt;
|
||||||
|
|
||||||
|
// Apply air drag to slow movement over time
|
||||||
|
e->velocity.x *= AIR_DRAG;
|
||||||
|
e->velocity.y *= AIR_DRAG;
|
||||||
|
|
||||||
|
// Apply ground friction when on the ground
|
||||||
|
if (onGround)
|
||||||
|
{
|
||||||
|
if (e->velocity.x > 0)
|
||||||
|
{
|
||||||
|
e->velocity.x -=
|
||||||
|
GROUND_FRICTION * dt;
|
||||||
|
|
||||||
|
if (e->velocity.x < 0)
|
||||||
|
e->velocity.x = 0;
|
||||||
|
}
|
||||||
|
else if (e->velocity.x < 0)
|
||||||
|
{
|
||||||
|
e->velocity.x +=
|
||||||
|
GROUND_FRICTION * dt;
|
||||||
|
|
||||||
|
if (e->velocity.x > 0)
|
||||||
|
e->velocity.x = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clamp player horizontal speed
|
||||||
|
if (e->isPlayer)
|
||||||
|
{
|
||||||
|
if (e->velocity.x > MAX_PLAYER_SPEED)
|
||||||
|
e->velocity.x = MAX_PLAYER_SPEED;
|
||||||
|
|
||||||
|
if (e->velocity.x < -MAX_PLAYER_SPEED)
|
||||||
|
e->velocity.x = -MAX_PLAYER_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Integrate position from velocity
|
||||||
|
e->position.x +=
|
||||||
|
e->velocity.x * dt;
|
||||||
|
|
||||||
|
e->position.y +=
|
||||||
|
e->velocity.y * dt;
|
||||||
|
|
||||||
|
// Reset forces after integration step
|
||||||
|
e->force = (Vector2){0, 0};
|
||||||
|
|
||||||
|
// Ground collision
|
||||||
|
if (e->position.y +
|
||||||
|
e->size * 0.5f >=
|
||||||
|
ground_y)
|
||||||
|
{
|
||||||
|
e->position.y =
|
||||||
|
ground_y -
|
||||||
|
e->size * 0.5f;
|
||||||
|
|
||||||
|
e->velocity.y *=
|
||||||
|
-BOUNCE;
|
||||||
|
|
||||||
|
// Stop tiny bounces... or at least, attempt to.
|
||||||
|
if (fabsf(e->velocity.y) < 15.0f)
|
||||||
|
{
|
||||||
|
e->velocity.y = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Left wall collision
|
||||||
|
if (e->position.x -
|
||||||
|
e->size * 0.5f < 0)
|
||||||
|
{
|
||||||
|
e->position.x =
|
||||||
|
e->size * 0.5f;
|
||||||
|
|
||||||
|
e->velocity.x *= -0.6f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Right wall collision
|
||||||
|
if (e->position.x +
|
||||||
|
e->size * 0.5f >
|
||||||
|
screenWidth)
|
||||||
|
{
|
||||||
|
e->position.x =
|
||||||
|
screenWidth -
|
||||||
|
e->size * 0.5f;
|
||||||
|
|
||||||
|
e->velocity.x *= -0.6f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
9
src/physics.h
Normal file
9
src/physics.h
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
#ifndef PHYSICS_H
|
||||||
|
#define PHYSICS_H
|
||||||
|
|
||||||
|
// FUNction declaration! yay!!!
|
||||||
|
// used by main script to update entities as time goes on
|
||||||
|
// i don't think it's used anywhere else, but double check me
|
||||||
|
void UpdateEntities(float dt, int screenWidth);
|
||||||
|
|
||||||
|
#endif
|
||||||
58
src/player.c
Normal file
58
src/player.c
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
#include "player.h"
|
||||||
|
|
||||||
|
#include "world.h"
|
||||||
|
#include "config.h"
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
// let's a go!
|
||||||
|
float curhorvel=0.0f; //current horizonatal velocity
|
||||||
|
bool dir=0;
|
||||||
|
void UpdatePlayerControls(void)
|
||||||
|
{
|
||||||
|
// if there isn't a player, you probably can't do much
|
||||||
|
if (!player){
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if(curhorvel==0.0f){
|
||||||
|
curhorvel=65.5f*scale;
|
||||||
|
}
|
||||||
|
// if a key pressed, push player to the left
|
||||||
|
if (IsKeyDown(KEY_A))
|
||||||
|
{
|
||||||
|
dir=1;
|
||||||
|
if(curhorvel<MAX_PLAYER_SPEED){
|
||||||
|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||||
|
}
|
||||||
|
ApplyForce(
|
||||||
|
player,
|
||||||
|
(Vector2){-curhorvel, 0}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
// if d key pressed, push player to the right
|
||||||
|
else if (IsKeyDown(KEY_D))
|
||||||
|
{
|
||||||
|
dir=0;
|
||||||
|
if(curhorvel<=MAX_PLAYER_SPEED){
|
||||||
|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||||
|
}
|
||||||
|
ApplyForce(
|
||||||
|
player,
|
||||||
|
(Vector2){curhorvel, 0}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
curhorvel=65.5f*scale;
|
||||||
|
}
|
||||||
|
// if sspace key pressed (and player isn't already jumping), push player
|
||||||
|
if (IsGrounded(player) &&
|
||||||
|
IsKeyPressed(KEY_SPACE))
|
||||||
|
{
|
||||||
|
player->velocity.y = 0;
|
||||||
|
|
||||||
|
ApplyForce(
|
||||||
|
player,
|
||||||
|
(Vector2){0, -JUMP_FORCE}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
10
src/player.h
Normal file
10
src/player.h
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
#ifndef PLAYER_H
|
||||||
|
#define PLAYER_H
|
||||||
|
|
||||||
|
// FUNction declaration! yay!!!
|
||||||
|
// run by main.c constantly to allow player input.
|
||||||
|
extern bool dir;
|
||||||
|
extern float curhorvel;
|
||||||
|
void UpdatePlayerControls(void);
|
||||||
|
|
||||||
|
#endif
|
||||||
38
src/render.c
Normal file
38
src/render.c
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
#include "render.h"
|
||||||
|
#include "world.h"
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
// Take entities, put em on the screen. Basic rendering file. Our entities are just rectangles, which we should lowkey fix... but uh... that's a problem for LATER...
|
||||||
|
void DrawEntities(void)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||||
|
{
|
||||||
|
Entity *e = &entities[i];
|
||||||
|
|
||||||
|
if (!e->active)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
Rectangle rect =
|
||||||
|
{
|
||||||
|
e->position.x - e->size * 0.5f,
|
||||||
|
e->position.y - e->size * 0.5f,
|
||||||
|
e->size,
|
||||||
|
e->size
|
||||||
|
};
|
||||||
|
|
||||||
|
DrawRectangleRec(rect, e->color);
|
||||||
|
DrawRectangleLinesEx(rect, 2, BLACK);
|
||||||
|
|
||||||
|
Vector2 velEnd =
|
||||||
|
{
|
||||||
|
e->position.x + e->velocity.x * 0.10f,
|
||||||
|
e->position.y + e->velocity.y * 0.10f
|
||||||
|
};
|
||||||
|
|
||||||
|
DrawLineEx(
|
||||||
|
e->position,
|
||||||
|
velEnd,
|
||||||
|
2,
|
||||||
|
DARKBLUE);
|
||||||
|
}
|
||||||
|
}
|
||||||
7
src/render.h
Normal file
7
src/render.h
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#ifndef RENDER_H
|
||||||
|
#define RENDER_H
|
||||||
|
// FUNction declaration! yay!!!
|
||||||
|
// Make an entity! Once again, pretty sure this is must used in main.c
|
||||||
|
void DrawEntities(void);
|
||||||
|
|
||||||
|
#endif
|
||||||
139
src/world.c
Normal file
139
src/world.c
Normal file
@@ -0,0 +1,139 @@
|
|||||||
|
#include <stddef.h>
|
||||||
|
#include "world.h"
|
||||||
|
|
||||||
|
// the beeg one. hooooooooooooooooh boy
|
||||||
|
|
||||||
|
const float scale = 43.7445319335f;
|
||||||
|
const float g = 9.81f * scale;
|
||||||
|
|
||||||
|
const float PLAYER_SPEED_FACTOR =1.1f; //1.1 is good
|
||||||
|
const float JUMP_FORCE = 450.0f*scale;
|
||||||
|
|
||||||
|
const float AIR_DRAG = 0.999f;
|
||||||
|
|
||||||
|
const float GROUND_FRICTION = 27.432f*scale;
|
||||||
|
const float MAX_PLAYER_SPEED = 10.0f*scale;
|
||||||
|
|
||||||
|
const float BOUNCE = 0.45f;
|
||||||
|
|
||||||
|
const float ground_y = 550.0f;
|
||||||
|
|
||||||
|
Entity entities[MAX_ENTITIES];
|
||||||
|
|
||||||
|
Entity *player = NULL;
|
||||||
|
|
||||||
|
bool isSimulating = true;
|
||||||
|
|
||||||
|
float simTime = 0.0f;
|
||||||
|
|
||||||
|
void ApplyForce(Entity *e, Vector2 force)
|
||||||
|
{
|
||||||
|
if (!e || !e->active)
|
||||||
|
return;
|
||||||
|
|
||||||
|
e->force.x += force.x;
|
||||||
|
e->force.y += force.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool IsGrounded(Entity *e)
|
||||||
|
{
|
||||||
|
if (!e)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return (
|
||||||
|
e->position.y +
|
||||||
|
e->size * 0.5f >=
|
||||||
|
ground_y - 2.0f
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
Entity *SpawnEntity(
|
||||||
|
float x,
|
||||||
|
float y,
|
||||||
|
float size,
|
||||||
|
float mass,
|
||||||
|
Color color)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||||
|
{
|
||||||
|
if (!entities[i].active)
|
||||||
|
{
|
||||||
|
Entity *e = &entities[i];
|
||||||
|
|
||||||
|
e->active = true;
|
||||||
|
|
||||||
|
e->isPlayer = false;
|
||||||
|
e->affectedByGravity = true;
|
||||||
|
|
||||||
|
e->mass = mass;
|
||||||
|
e->size = size;
|
||||||
|
|
||||||
|
e->position = (Vector2){x, y};
|
||||||
|
e->velocity = (Vector2){0, 0};
|
||||||
|
e->acceleration = (Vector2){0, 0};
|
||||||
|
e->force = (Vector2){0, 0};
|
||||||
|
|
||||||
|
e->color = color;
|
||||||
|
|
||||||
|
return e;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
// say bye bye to EVERYTHINGGGG AHAHAHAHAHAAH
|
||||||
|
// im a little mad with power
|
||||||
|
// this is literally just a helper function to clear the entities and player
|
||||||
|
void ClearWorld(void)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||||
|
{
|
||||||
|
entities[i].active = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
player = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
// used in main.c to start the actual engine behaviors. spawns the player, and a few other boxes for funsies.
|
||||||
|
void InitWorld(void)
|
||||||
|
{
|
||||||
|
ClearWorld();
|
||||||
|
|
||||||
|
player = SpawnEntity(
|
||||||
|
120,
|
||||||
|
120,
|
||||||
|
40,
|
||||||
|
1.0f,
|
||||||
|
BLUE);
|
||||||
|
|
||||||
|
if (player)
|
||||||
|
{
|
||||||
|
player->isPlayer = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < 8; i++)
|
||||||
|
{
|
||||||
|
SpawnEntity(
|
||||||
|
300 + i * 50,
|
||||||
|
50,
|
||||||
|
25,
|
||||||
|
1.0f,
|
||||||
|
RED);
|
||||||
|
}
|
||||||
|
|
||||||
|
simTime = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// helper function: count number of entities. Something somewhere uses this. I think it's probably for entity counting. Don't quote me on that.
|
||||||
|
int CountEntities(void)
|
||||||
|
{
|
||||||
|
int count = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||||
|
{
|
||||||
|
if (entities[i].active)
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return count;
|
||||||
|
}
|
||||||
34
src/world.h
Normal file
34
src/world.h
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
#ifndef WORLD_H
|
||||||
|
#define WORLD_H
|
||||||
|
|
||||||
|
#include "entity.h"
|
||||||
|
#include "config.h"
|
||||||
|
|
||||||
|
extern Entity entities[MAX_ENTITIES];
|
||||||
|
|
||||||
|
extern Entity *player;
|
||||||
|
|
||||||
|
extern bool isSimulating;
|
||||||
|
|
||||||
|
extern float simTime;
|
||||||
|
|
||||||
|
extern const float MAX_PLAYER_SPEED;
|
||||||
|
|
||||||
|
extern const float PLAYER_SPEED_FACTOR;
|
||||||
|
|
||||||
|
void ApplyForce(Entity *e, Vector2 force);
|
||||||
|
bool IsGrounded(Entity *e);
|
||||||
|
|
||||||
|
Entity *SpawnEntity(
|
||||||
|
float x,
|
||||||
|
float y,
|
||||||
|
float size,
|
||||||
|
float mass,
|
||||||
|
Color color);
|
||||||
|
|
||||||
|
void ClearWorld(void);
|
||||||
|
void InitWorld(void);
|
||||||
|
|
||||||
|
int CountEntities(void);
|
||||||
|
|
||||||
|
#endif
|
||||||
Reference in New Issue
Block a user