WIP docs: commenting in codebase and README updates

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2026-06-16 12:09:31 -04:00
committed by P7MJ
parent 4b545205aa
commit a7d368cdcc
11 changed files with 84 additions and 33 deletions

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# WrldBox Sandbox Simulator
## 🧊Introduction
**WrldBox** is a work-in-progress sandbox simulator made by Team wholeworldcoding. It is currently in an experimental stage.
It consists of two components:
- `text_physics.c`, a text-based 1-object physics simulation
- `ray.c`, rendering the simulation with raylib.
This project has a huge potential to become the next major `wholeworldcoding` project.
## 🛠️ Build and Compile
Clone the repository. Once you have navigated to the folder, you can run:
- `make text && ./text_physics.out` to compile and run `text_physics.c`
- `make visual && ./ray.out` to compile and run `ray.c`
## 🏅Credits
This project was impossible without the support of all three `wholeworldcoding` members.

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README.md Normal file
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# WrldBox Sandbox Simulator
## 🧊Introduction
**WrldBox** is a work-in-progress sandbox simulator made by Team wholeworldcoding. It is currently in a pretty developed experimental stage.
It consists of several components:
- `src/main.c`, Main script. Takes all other src and actually renders the engine.
- `src/physics.c`, All the science & math crap. Ugh. (physics.h: exposes UpdateEntities function)
- `src/render.c`, Rendering of entities. Entities are currently limited to rectangles for... no particular reason. (render.h: exposes DrawEntities function)
- `src/player.c`, Player control scripting. (player.h: exposes UpdatePlayerControls function)
- More stuff in src. README in progress.
- OLD contains the original logic this came from.
This project *is* the next major `wholeworldcoding` project.
## 🛠️ Build and Compile
Clone the repository. Once you have navigated to the folder, you can run:
- `make`
## 🏅Credits
This project was impossible without the support of all three `wholeworldcoding` members.

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src/docprogress.txt Normal file
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main.c - Done
physics.c - Done, refine later
physics.h - Done
render.c - Done
render.h - Done
player.c - Done
player.h - Done
world.c
world.h
config.h

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@@ -1,7 +1,6 @@
#include <stdio.h> #include <stdio.h>
// add all the shit from the other shit
#include "raylib.h" #include "raylib.h"
#include "world.h" #include "world.h"
#include "physics.h" #include "physics.h"
#include "player.h" #include "player.h"
@@ -10,6 +9,7 @@
int main(void) int main(void)
{ {
// Let's make a window
const int screenWidth = 1000; const int screenWidth = 1000;
const int screenHeight = 600; const int screenHeight = 600;
@@ -20,27 +20,33 @@ int main(void)
SetTargetFPS(60); SetTargetFPS(60);
// Now we actually start the code
InitWorld(); InitWorld();
printf("WrldBox Sandbox Started\n"); printf("WrldBox engine started\n");
printf("Gravity = %.2f\n", g); printf("Gravity = %.2f\n", g);
// until we close the window, expect inputs
while (!WindowShouldClose()) while (!WindowShouldClose())
{ {
float dt = GetFrameTime(); float dt = GetFrameTime();
if (IsKeyPressed(KEY_P)) if (IsKeyPressed(KEY_P))
{ {
// If it's simulating, stop simulating. If it isn't simulating, start simulating.
isSimulating = !isSimulating; isSimulating = !isSimulating;
} }
if (IsKeyPressed(KEY_R)) if (IsKeyPressed(KEY_R))
{ {
// VERY complicated reset logic
InitWorld(); InitWorld();
} }
if (IsKeyPressed(KEY_Q)) 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( SpawnEntity(
GetRandomValue(50, 950), GetRandomValue(50, 950),
GetRandomValue(20, 150), GetRandomValue(20, 150),
@@ -57,6 +63,7 @@ int main(void)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
// Spawn cube where the mouse is when it clicks!
Vector2 m = GetMousePosition(); Vector2 m = GetMousePosition();
SpawnEntity( SpawnEntity(
@@ -69,12 +76,14 @@ int main(void)
if (isSimulating) if (isSimulating)
{ {
// allow player to be controlled, fit everything within the size of the screen
UpdatePlayerControls(); UpdatePlayerControls();
UpdateEntities(dt, screenWidth); UpdateEntities(dt, screenWidth);
simTime += dt; simTime += dt;
} }
// UI shenanigans
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
@@ -167,6 +176,7 @@ int main(void)
EndDrawing(); EndDrawing();
} }
// When the window wants to close, close it. What a surprise.
CloseWindow(); CloseWindow();
return 0; return 0;
} }

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@@ -1,20 +1,26 @@
#include <math.h> #include <math.h>
// better hope you were paying attention in physics class for this one
#include "physics.h" #include "physics.h"
#include "world.h" #include "world.h"
#include "config.h" #include "config.h"
// Main physics update loop for all entities
void UpdateEntities(float dt, int screenWidth) void UpdateEntities(float dt, int screenWidth)
{ {
// Iterate through all possible entities
for (int i = 0; i < MAX_ENTITIES; i++) for (int i = 0; i < MAX_ENTITIES; i++)
{ {
Entity *e = &entities[i]; Entity *e = &entities[i];
// Skip inactive entities
if (!e->active) if (!e->active)
continue; continue;
// Check if entity is currently touching the ground
// YOU'RE GROUNDED!!! lol
bool onGround = IsGrounded(e); bool onGround = IsGrounded(e);
// Apply gravity force if enabled for this entity
if (e->affectedByGravity) if (e->affectedByGravity)
{ {
ApplyForce( ApplyForce(
@@ -23,21 +29,25 @@ void UpdateEntities(float dt, int screenWidth)
); );
} }
// Compute acceleration from accumulated forces (F = ma)
e->acceleration.x = e->acceleration.x =
e->force.x / e->mass; e->force.x / e->mass;
e->acceleration.y = e->acceleration.y =
e->force.y / e->mass; e->force.y / e->mass;
// Integrate velocity from acceleration
e->velocity.x += e->velocity.x +=
e->acceleration.x * dt; e->acceleration.x * dt;
e->velocity.y += e->velocity.y +=
e->acceleration.y * dt; e->acceleration.y * dt;
// Apply air drag to slow movement over time
e->velocity.x *= AIR_DRAG; e->velocity.x *= AIR_DRAG;
e->velocity.y *= AIR_DRAG; e->velocity.y *= AIR_DRAG;
// Apply ground friction when on the ground
if (onGround) if (onGround)
{ {
if (e->velocity.x > 0) if (e->velocity.x > 0)
@@ -58,6 +68,7 @@ void UpdateEntities(float dt, int screenWidth)
} }
} }
// Clamp player horizontal speed
if (e->isPlayer) if (e->isPlayer)
{ {
if (e->velocity.x > MAX_PLAYER_SPEED) if (e->velocity.x > MAX_PLAYER_SPEED)
@@ -67,14 +78,17 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.x = -MAX_PLAYER_SPEED; e->velocity.x = -MAX_PLAYER_SPEED;
} }
// Integrate position from velocity
e->position.x += e->position.x +=
e->velocity.x * dt; e->velocity.x * dt;
e->position.y += e->position.y +=
e->velocity.y * dt; e->velocity.y * dt;
// Reset forces after integration step
e->force = (Vector2){0, 0}; e->force = (Vector2){0, 0};
// Ground collision
if (e->position.y + if (e->position.y +
e->size * 0.5f >= e->size * 0.5f >=
ground_y) ground_y)
@@ -86,12 +100,14 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.y *= e->velocity.y *=
-BOUNCE; -BOUNCE;
// Stop tiny bounces... or at least, attempt to.
if (fabsf(e->velocity.y) < 15.0f) if (fabsf(e->velocity.y) < 15.0f)
{ {
e->velocity.y = 0; e->velocity.y = 0;
} }
} }
// Left wall collision
if (e->position.x - if (e->position.x -
e->size * 0.5f < 0) e->size * 0.5f < 0)
{ {
@@ -101,6 +117,7 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.x *= -0.6f; e->velocity.x *= -0.6f;
} }
// Right wall collision
if (e->position.x + if (e->position.x +
e->size * 0.5f > e->size * 0.5f >
screenWidth) screenWidth)

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@@ -1,6 +1,9 @@
#ifndef PHYSICS_H #ifndef PHYSICS_H
#define 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); void UpdateEntities(float dt, int screenWidth);
#endif #endif

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@@ -5,11 +5,15 @@
#include "raylib.h" #include "raylib.h"
// let's a go!
void UpdatePlayerControls(void) void UpdatePlayerControls(void)
{ {
// if there isn't a player, you probably can't do much
if (!player) if (!player)
return; return;
// if a key pressed, push player to the left
if (IsKeyDown(KEY_A)) if (IsKeyDown(KEY_A))
{ {
ApplyForce( ApplyForce(
@@ -17,7 +21,7 @@ void UpdatePlayerControls(void)
(Vector2){-PLAYER_FORCE, 0} (Vector2){-PLAYER_FORCE, 0}
); );
} }
// if d key pressed, push player to the right
if (IsKeyDown(KEY_D)) if (IsKeyDown(KEY_D))
{ {
ApplyForce( ApplyForce(
@@ -25,7 +29,7 @@ void UpdatePlayerControls(void)
(Vector2){PLAYER_FORCE, 0} (Vector2){PLAYER_FORCE, 0}
); );
} }
// if sspace key pressed (and player isn't already jumping), push player upward
if (IsGrounded(player) && if (IsGrounded(player) &&
IsKeyPressed(KEY_SPACE)) IsKeyPressed(KEY_SPACE))
{ {

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@@ -1,6 +1,8 @@
#ifndef PLAYER_H #ifndef PLAYER_H
#define PLAYER_H #define PLAYER_H
// FUNction declaration! yay!!!
// run by main.c constantly to allow player input.
void UpdatePlayerControls(void); void UpdatePlayerControls(void);
#endif #endif

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@@ -2,7 +2,7 @@
#include "world.h" #include "world.h"
#include "raylib.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) void DrawEntities(void)
{ {
for (int i = 0; i < MAX_ENTITIES; i++) for (int i = 0; i < MAX_ENTITIES; i++)

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@@ -1,6 +1,7 @@
#ifndef RENDER_H #ifndef RENDER_H
#define 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); void DrawEntities(void);
#endif #endif

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