WIP docs: commenting in codebase and README updates
This commit is contained in:
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# WrldBox Sandbox Simulator
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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 an experimental stage.
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It consists of two components:
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- `text_physics.c`, a text-based 1-object physics simulation
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- `ray.c`, rendering the simulation with raylib.
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This project has a huge potential to become the next major `wholeworldcoding` project.
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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 text && ./text_physics.out` to compile and run `text_physics.c`
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- `make visual && ./ray.out` to compile and run `ray.c`
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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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29
README.md
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29
README.md
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# WrldBox Sandbox Simulator
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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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This project *is* the next major `wholeworldcoding` project.
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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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10
src/docprogress.txt
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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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16
src/main.c
16
src/main.c
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#include <stdio.h>
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#include <stdio.h>
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// add all the shit from the other shit
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#include "raylib.h"
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#include "raylib.h"
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#include "world.h"
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#include "world.h"
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#include "physics.h"
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#include "physics.h"
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#include "player.h"
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#include "player.h"
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@@ -10,6 +9,7 @@
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int main(void)
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int main(void)
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{
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{
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// Let's make a window
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const int screenWidth = 1000;
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const int screenWidth = 1000;
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const int screenHeight = 600;
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const int screenHeight = 600;
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@@ -20,27 +20,33 @@ int main(void)
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SetTargetFPS(60);
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SetTargetFPS(60);
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// Now we actually start the code
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InitWorld();
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InitWorld();
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printf("WrldBox Sandbox Started\n");
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printf("WrldBox engine started\n");
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printf("Gravity = %.2f\n", g);
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printf("Gravity = %.2f\n", g);
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// until we close the window, expect inputs
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while (!WindowShouldClose())
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while (!WindowShouldClose())
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{
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{
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float dt = GetFrameTime();
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float dt = GetFrameTime();
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if (IsKeyPressed(KEY_P))
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if (IsKeyPressed(KEY_P))
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{
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{
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// If it's simulating, stop simulating. If it isn't simulating, start simulating.
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isSimulating = !isSimulating;
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isSimulating = !isSimulating;
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}
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}
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if (IsKeyPressed(KEY_R))
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if (IsKeyPressed(KEY_R))
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{
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{
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// VERY complicated reset logic
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InitWorld();
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InitWorld();
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}
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}
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if (IsKeyPressed(KEY_Q))
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if (IsKeyPressed(KEY_Q))
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{
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{
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// 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...
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// Q key pressed? -> Poof, box, random position, random size, random color.
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SpawnEntity(
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SpawnEntity(
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GetRandomValue(50, 950),
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GetRandomValue(50, 950),
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GetRandomValue(20, 150),
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GetRandomValue(20, 150),
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@@ -57,6 +63,7 @@ int main(void)
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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{
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// Spawn cube where the mouse is when it clicks!
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Vector2 m = GetMousePosition();
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Vector2 m = GetMousePosition();
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SpawnEntity(
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SpawnEntity(
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if (isSimulating)
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if (isSimulating)
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{
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{
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// allow player to be controlled, fit everything within the size of the screen
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UpdatePlayerControls();
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UpdatePlayerControls();
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UpdateEntities(dt, screenWidth);
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UpdateEntities(dt, screenWidth);
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simTime += dt;
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simTime += dt;
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}
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}
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// UI shenanigans
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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EndDrawing();
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EndDrawing();
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}
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}
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// When the window wants to close, close it. What a surprise.
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CloseWindow();
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CloseWindow();
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return 0;
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return 0;
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}
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}
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#include <math.h>
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#include <math.h>
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// better hope you were paying attention in physics class for this one
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#include "physics.h"
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#include "physics.h"
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#include "world.h"
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#include "world.h"
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#include "config.h"
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#include "config.h"
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// Main physics update loop for all entities
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void UpdateEntities(float dt, int screenWidth)
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void UpdateEntities(float dt, int screenWidth)
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{
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{
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// Iterate through all possible entities
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for (int i = 0; i < MAX_ENTITIES; i++)
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for (int i = 0; i < MAX_ENTITIES; i++)
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{
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{
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Entity *e = &entities[i];
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Entity *e = &entities[i];
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// Skip inactive entities
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if (!e->active)
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if (!e->active)
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continue;
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continue;
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// Check if entity is currently touching the ground
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// YOU'RE GROUNDED!!! lol
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bool onGround = IsGrounded(e);
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bool onGround = IsGrounded(e);
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// Apply gravity force if enabled for this entity
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if (e->affectedByGravity)
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if (e->affectedByGravity)
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{
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{
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ApplyForce(
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ApplyForce(
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);
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);
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}
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}
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// Compute acceleration from accumulated forces (F = ma)
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e->acceleration.x =
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e->acceleration.x =
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e->force.x / e->mass;
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e->force.x / e->mass;
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e->acceleration.y =
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e->acceleration.y =
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e->force.y / e->mass;
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e->force.y / e->mass;
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// Integrate velocity from acceleration
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e->velocity.x +=
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e->velocity.x +=
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e->acceleration.x * dt;
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e->acceleration.x * dt;
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e->velocity.y +=
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e->velocity.y +=
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e->acceleration.y * dt;
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e->acceleration.y * dt;
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// Apply air drag to slow movement over time
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e->velocity.x *= AIR_DRAG;
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e->velocity.x *= AIR_DRAG;
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e->velocity.y *= AIR_DRAG;
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e->velocity.y *= AIR_DRAG;
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// Apply ground friction when on the ground
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if (onGround)
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if (onGround)
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{
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{
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if (e->velocity.x > 0)
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if (e->velocity.x > 0)
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}
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}
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}
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}
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// Clamp player horizontal speed
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if (e->isPlayer)
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if (e->isPlayer)
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{
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{
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if (e->velocity.x > MAX_PLAYER_SPEED)
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if (e->velocity.x > MAX_PLAYER_SPEED)
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e->velocity.x = -MAX_PLAYER_SPEED;
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e->velocity.x = -MAX_PLAYER_SPEED;
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}
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}
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// Integrate position from velocity
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e->position.x +=
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e->position.x +=
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e->velocity.x * dt;
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e->velocity.x * dt;
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e->position.y +=
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e->position.y +=
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e->velocity.y * dt;
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e->velocity.y * dt;
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// Reset forces after integration step
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e->force = (Vector2){0, 0};
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e->force = (Vector2){0, 0};
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// Ground collision
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if (e->position.y +
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if (e->position.y +
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e->size * 0.5f >=
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e->size * 0.5f >=
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ground_y)
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ground_y)
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@@ -86,12 +100,14 @@ void UpdateEntities(float dt, int screenWidth)
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e->velocity.y *=
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e->velocity.y *=
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-BOUNCE;
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-BOUNCE;
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// Stop tiny bounces... or at least, attempt to.
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if (fabsf(e->velocity.y) < 15.0f)
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if (fabsf(e->velocity.y) < 15.0f)
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{
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{
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e->velocity.y = 0;
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e->velocity.y = 0;
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}
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}
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}
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}
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// Left wall collision
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if (e->position.x -
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if (e->position.x -
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e->size * 0.5f < 0)
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e->size * 0.5f < 0)
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{
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{
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@@ -101,6 +117,7 @@ void UpdateEntities(float dt, int screenWidth)
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e->velocity.x *= -0.6f;
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e->velocity.x *= -0.6f;
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}
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}
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// Right wall collision
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if (e->position.x +
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if (e->position.x +
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e->size * 0.5f >
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e->size * 0.5f >
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screenWidth)
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screenWidth)
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@@ -1,6 +1,9 @@
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#ifndef PHYSICS_H
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#ifndef PHYSICS_H
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#define PHYSICS_H
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#define PHYSICS_H
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// FUNction declaration! yay!!!
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// used by main script to update entities as time goes on
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// i don't think it's used anywhere else, but double check me
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void UpdateEntities(float dt, int screenWidth);
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void UpdateEntities(float dt, int screenWidth);
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#endif
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#endif
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@@ -5,11 +5,15 @@
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#include "raylib.h"
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#include "raylib.h"
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// let's a go!
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void UpdatePlayerControls(void)
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void UpdatePlayerControls(void)
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{
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{
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// if there isn't a player, you probably can't do much
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if (!player)
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if (!player)
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return;
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return;
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// if a key pressed, push player to the left
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if (IsKeyDown(KEY_A))
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if (IsKeyDown(KEY_A))
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{
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{
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ApplyForce(
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ApplyForce(
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@@ -17,7 +21,7 @@ void UpdatePlayerControls(void)
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(Vector2){-PLAYER_FORCE, 0}
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(Vector2){-PLAYER_FORCE, 0}
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);
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);
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}
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}
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// if d key pressed, push player to the right
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if (IsKeyDown(KEY_D))
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if (IsKeyDown(KEY_D))
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{
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{
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ApplyForce(
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ApplyForce(
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@@ -25,7 +29,7 @@ void UpdatePlayerControls(void)
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(Vector2){PLAYER_FORCE, 0}
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(Vector2){PLAYER_FORCE, 0}
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);
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);
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}
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}
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// if sspace key pressed (and player isn't already jumping), push player upward
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if (IsGrounded(player) &&
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if (IsGrounded(player) &&
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IsKeyPressed(KEY_SPACE))
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IsKeyPressed(KEY_SPACE))
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{
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{
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@@ -1,6 +1,8 @@
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#ifndef PLAYER_H
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#ifndef PLAYER_H
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#define PLAYER_H
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#define PLAYER_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 UpdatePlayerControls(void);
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void UpdatePlayerControls(void);
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#endif
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#endif
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@@ -2,7 +2,7 @@
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#include "world.h"
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#include "world.h"
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#include "raylib.h"
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#include "raylib.h"
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// 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...
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void DrawEntities(void)
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void DrawEntities(void)
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{
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{
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for (int i = 0; i < MAX_ENTITIES; i++)
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for (int i = 0; i < MAX_ENTITIES; i++)
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@@ -1,6 +1,7 @@
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#ifndef RENDER_H
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#ifndef RENDER_H
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#define RENDER_H
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#define RENDER_H
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// FUNction declaration! yay!!!
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// Make an entity! Once again, pretty sure this is must used in main.c
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void DrawEntities(void);
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void DrawEntities(void);
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#endif
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#endif
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Reference in New Issue
Block a user