Entirely expanded upon existing proof-of-concept

This commit is contained in:
2026-06-16 11:23:16 -04:00
parent e8d29b7f6b
commit baa5a6935f
19 changed files with 2373 additions and 16 deletions

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@@ -1,21 +1,22 @@
# 1. Variables (to avoid repeating yourself)
CC = gcc
CFLAGS = -Iinclude
LDFLAGS = -Llib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
CC=gcc
# 2. Default target (runs when you just type 'make')
default: visual text
SRC=src/main.c \
src/world.c \
src/player.c \
src/physics.c \
src/render.c
# 3. Specific build targets
visual: ray.c
$(CC) ray.c -o ray.out $(CFLAGS) $(LDFLAGS)
OUT=wrldbox
text: text_physics.c
$(CC) text_physics.c -o text_physics.out $(CFLAGS) $(LDFLAGS)
INCLUDES=-Iinclude
LIBPATH=-Llib
# 4. Cleanup targets (all mapped to the same action)
clean clear rm remove wipe:
rm -f ray.out text_physics.out
CFLAGS=-O2 -Wall
# 5. Phony targets (tells make these are actions, not actual files)
.PHONY: default visual text clean clear rm remove wipe
LIBS=-lraylib -lX11 -ldl -lpthread -lm
all:
$(CC) $(SRC) $(CFLAGS) $(INCLUDES) $(LIBPATH) -o $(OUT) $(LIBS)
clean:
rm -f $(OUT)

21
OLD/Makefile Normal file
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# 1. Variables (to avoid repeating yourself)
CC = gcc
CFLAGS = -Iinclude
LDFLAGS = -Llib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
# 2. Default target (runs when you just type 'make')
default: visual text
# 3. Specific build targets
visual: ray.c
$(CC) ray.c -o ray.out $(CFLAGS) $(LDFLAGS)
text: text_physics.c
$(CC) text_physics.c -o text_physics.out $(CFLAGS) $(LDFLAGS)
# 4. Cleanup targets (all mapped to the same action)
clean clear rm remove wipe:
rm -f ray.out text_physics.out
# 5. Phony targets (tells make these are actions, not actual files)
.PHONY: default visual text clean clear rm remove wipe

1743
OLD/include/raylib.h Executable file

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OLD/lib/libraylib.a Executable file

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21
src/config.h Normal file
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#ifndef CONFIG_H
#define CONFIG_H
#define MAX_ENTITIES 512
extern const float scale;
extern const float g;
extern const float PLAYER_FORCE;
extern const float JUMP_FORCE;
extern const float AIR_DRAG;
extern const float GROUND_FRICTION;
extern const float MAX_PLAYER_SPEED;
extern const float BOUNCE;
extern const float ground_y;
#endif

26
src/entity.h Normal file
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#ifndef ENTITY_H
#define ENTITY_H
#include <stdbool.h>
#include "raylib.h"
typedef struct Entity
{
bool active;
bool isPlayer;
bool affectedByGravity;
float mass;
float size;
Vector2 position;
Vector2 velocity;
Vector2 acceleration;
Vector2 force;
Color color;
} Entity;
#endif

172
src/main.c Normal file
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#include <stdio.h>
#include "raylib.h"
#include "world.h"
#include "physics.h"
#include "player.h"
#include "render.h"
#include "config.h"
int main(void)
{
const int screenWidth = 1000;
const int screenHeight = 600;
InitWindow(
screenWidth,
screenHeight,
"WrldBox Sandbox");
SetTargetFPS(60);
InitWorld();
printf("WrldBox Sandbox Started\n");
printf("Gravity = %.2f\n", g);
while (!WindowShouldClose())
{
float dt = GetFrameTime();
if (IsKeyPressed(KEY_P))
{
isSimulating = !isSimulating;
}
if (IsKeyPressed(KEY_R))
{
InitWorld();
}
if (IsKeyPressed(KEY_Q))
{
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))
{
Vector2 m = GetMousePosition();
SpawnEntity(
m.x,
m.y,
25,
1.0f,
ORANGE);
}
if (isSimulating)
{
UpdatePlayerControls();
UpdateEntities(dt, screenWidth);
simTime += dt;
}
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();
}
CloseWindow();
return 0;
}

115
src/physics.c Normal file
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#include <math.h>
#include "physics.h"
#include "world.h"
#include "config.h"
void UpdateEntities(float dt, int screenWidth)
{
for (int i = 0; i < MAX_ENTITIES; i++)
{
Entity *e = &entities[i];
if (!e->active)
continue;
bool onGround = IsGrounded(e);
if (e->affectedByGravity)
{
ApplyForce(
e,
(Vector2){0, e->mass * g}
);
}
e->acceleration.x =
e->force.x / e->mass;
e->acceleration.y =
e->force.y / e->mass;
e->velocity.x +=
e->acceleration.x * dt;
e->velocity.y +=
e->acceleration.y * dt;
e->velocity.x *= AIR_DRAG;
e->velocity.y *= AIR_DRAG;
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;
}
}
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;
}
e->position.x +=
e->velocity.x * dt;
e->position.y +=
e->velocity.y * dt;
e->force = (Vector2){0, 0};
if (e->position.y +
e->size * 0.5f >=
ground_y)
{
e->position.y =
ground_y -
e->size * 0.5f;
e->velocity.y *=
-BOUNCE;
if (fabsf(e->velocity.y) < 15.0f)
{
e->velocity.y = 0;
}
}
if (e->position.x -
e->size * 0.5f < 0)
{
e->position.x =
e->size * 0.5f;
e->velocity.x *= -0.6f;
}
if (e->position.x +
e->size * 0.5f >
screenWidth)
{
e->position.x =
screenWidth -
e->size * 0.5f;
e->velocity.x *= -0.6f;
}
}
}

6
src/physics.h Normal file
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#ifndef PHYSICS_H
#define PHYSICS_H
void UpdateEntities(float dt, int screenWidth);
#endif

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src/player.c Normal file
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#include "player.h"
#include "world.h"
#include "config.h"
#include "raylib.h"
void UpdatePlayerControls(void)
{
if (!player)
return;
if (IsKeyDown(KEY_A))
{
ApplyForce(
player,
(Vector2){-PLAYER_FORCE, 0}
);
}
if (IsKeyDown(KEY_D))
{
ApplyForce(
player,
(Vector2){PLAYER_FORCE, 0}
);
}
if (IsGrounded(player) &&
IsKeyPressed(KEY_SPACE))
{
player->velocity.y = 0;
ApplyForce(
player,
(Vector2){0, -JUMP_FORCE}
);
}
}

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src/player.h Normal file
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#ifndef PLAYER_H
#define PLAYER_H
void UpdatePlayerControls(void);
#endif

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src/render.c Normal file
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#include "render.h"
#include "world.h"
#include "raylib.h"
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);
}
}

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src/render.h Normal file
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#ifndef RENDER_H
#define RENDER_H
void DrawEntities(void);
#endif

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src/world.c Normal file
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#include <stddef.h>
#include "world.h"
const float scale = 43.7445319335f;
const float g = 9.81f * scale;
const float PLAYER_FORCE = 3500.0f;
const float JUMP_FORCE = 22000.0f;
const float AIR_DRAG = 0.999f;
const float GROUND_FRICTION = 1200.0f;
const float MAX_PLAYER_SPEED = 300.0f;
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;
}
void ClearWorld(void)
{
for (int i = 0; i < MAX_ENTITIES; i++)
{
entities[i].active = false;
}
player = NULL;
}
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;
}
int CountEntities(void)
{
int count = 0;
for (int i = 0; i < MAX_ENTITIES; i++)
{
if (entities[i].active)
count++;
}
return count;
}

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src/world.h Normal file
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#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;
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