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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#include <stdio.h>
// add all the shit from the other shit
#include "raylib.h"
#include "world.h"
#include "physics.h"
#include "player.h"
@@ -10,6 +9,7 @@
int main(void)
{
// Let's make a window
const int screenWidth = 1000;
const int screenHeight = 600;
@@ -20,27 +20,33 @@ int main(void)
SetTargetFPS(60);
// Now we actually start the code
InitWorld();
printf("WrldBox Sandbox Started\n");
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),
@@ -57,6 +63,7 @@ int main(void)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
// Spawn cube where the mouse is when it clicks!
Vector2 m = GetMousePosition();
SpawnEntity(
@@ -69,12 +76,14 @@ int main(void)
if (isSimulating)
{
// allow player to be controlled, fit everything within the size of the screen
UpdatePlayerControls();
UpdateEntities(dt, screenWidth);
simTime += dt;
}
// UI shenanigans
BeginDrawing();
ClearBackground(RAYWHITE);
@@ -167,6 +176,7 @@ int main(void)
EndDrawing();
}
// When the window wants to close, close it. What a surprise.
CloseWindow();
return 0;
}

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#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(
@@ -23,21 +29,25 @@ void UpdateEntities(float dt, int screenWidth)
);
}
// 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)
@@ -58,6 +68,7 @@ void UpdateEntities(float dt, int screenWidth)
}
}
// Clamp player horizontal speed
if (e->isPlayer)
{
if (e->velocity.x > MAX_PLAYER_SPEED)
@@ -67,14 +78,17 @@ void UpdateEntities(float dt, int screenWidth)
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)
@@ -86,12 +100,14 @@ void UpdateEntities(float dt, int screenWidth)
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)
{
@@ -101,6 +117,7 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.x *= -0.6f;
}
// Right wall collision
if (e->position.x +
e->size * 0.5f >
screenWidth)

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@@ -1,6 +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

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

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

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#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++)

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@@ -1,6 +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

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