Added scale factor for accurate calculations.
This commit is contained in:
6
ray.c
6
ray.c
@@ -4,12 +4,14 @@
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// Changes:
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// Changes:
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// Reversing gravity makes it work?!!!
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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 <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include "raylib.h"
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#include "raylib.h"
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const float g = 9.81; // Gravity is inversed cause raylib uses top right corner as origin
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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_x = 100; // Starting X (pixels)
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float obj_y = 100; // Starting Y (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_x = 50; // Velocity X (pixels/second)
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@@ -22,7 +24,7 @@ int main(void) {
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 600;
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const int screenHeight = 600;
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InitWindow(screenWidth, screenHeight, "Physics Engine - Falling Rectangle");
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InitWindow(screenWidth, screenHeight, "WrldBox // ray.c");
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SetTargetFPS(60); // 60 frames per second
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SetTargetFPS(60); // 60 frames per second
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float deltaTime = 0.0f;
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float deltaTime = 0.0f;
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