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87
.gitea/workflows/build.yaml
Normal file
87
.gitea/workflows/build.yaml
Normal file
@@ -0,0 +1,87 @@
|
||||
name: Build Project
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
|
||||
jobs:
|
||||
build:
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
os:
|
||||
- ubuntu-latest
|
||||
# - windows-latest
|
||||
|
||||
runs-on: ${{ matrix.os }}
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Install Dependencies (Linux)
|
||||
if: runner.os == 'Linux'
|
||||
run: |
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y \
|
||||
build-essential \
|
||||
gcc \
|
||||
g++ \
|
||||
make \
|
||||
git \
|
||||
cmake \
|
||||
libasound2-dev \
|
||||
mesa-common-dev \
|
||||
libx11-dev \
|
||||
libxrandr-dev \
|
||||
libxinerama-dev \
|
||||
libxcursor-dev \
|
||||
libxi-dev \
|
||||
libgl1-mesa-dev \
|
||||
libglu1-mesa-dev
|
||||
|
||||
- name: Build & Install Raylib (Linux)
|
||||
if: runner.os == 'Linux'
|
||||
run: |
|
||||
git clone --depth 1 https://github.com/raysan5/raylib.git
|
||||
cd raylib/src
|
||||
make PLATFORM=PLATFORM_DESKTOP
|
||||
sudo make install
|
||||
|
||||
# - name: Install MSYS2 and Raylib (Windows)
|
||||
# if: runner.os == 'Windows'
|
||||
# uses: msys2/setup-msys2@v2
|
||||
# with:
|
||||
# msystem: MINGW64
|
||||
# update: true
|
||||
# install: >
|
||||
# mingw-w64-x86_64-gcc
|
||||
# mingw-w64-x86_64-make
|
||||
# mingw-w64-x86_64-raylib
|
||||
|
||||
- name: Build (Linux)
|
||||
if: runner.os == 'Linux'
|
||||
run: make
|
||||
|
||||
# - name: Build (Windows)
|
||||
# if: runner.os == 'Windows'
|
||||
# shell: msys2 {0}
|
||||
# run: make
|
||||
|
||||
- name: Upload Linux Artifact
|
||||
if: runner.os == 'Linux'
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: wrldbox-linux
|
||||
path: wrldbox
|
||||
|
||||
# - name: Upload Windows Artifact
|
||||
# if: runner.os == 'Windows'
|
||||
# uses: actions/upload-artifact@v3
|
||||
# with:
|
||||
# name: wrldbox-windows
|
||||
# path: "*.exe"
|
||||
18
.vscode/c_cpp_properties.json
vendored
18
.vscode/c_cpp_properties.json
vendored
@@ -1,18 +0,0 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "linux-gcc-x64",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/**"
|
||||
],
|
||||
"compilerPath": "/usr/bin/gcc",
|
||||
"cStandard": "${default}",
|
||||
"cppStandard": "${default}",
|
||||
"intelliSenseMode": "linux-gcc-x64",
|
||||
"compilerArgs": [
|
||||
""
|
||||
]
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
14
.vscode/launch.json
vendored
14
.vscode/launch.json
vendored
@@ -1,14 +0,0 @@
|
||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Debug with CodeLLDB",
|
||||
"type": "lldb",
|
||||
"request": "launch",
|
||||
"program": "${fileDirname}/${fileBasenameNoExtension}",
|
||||
"args": [],
|
||||
"cwd": "${fileDirname}",
|
||||
"preLaunchTask": "C/C++: gcc build active file"
|
||||
}
|
||||
]
|
||||
}
|
||||
59
.vscode/settings.json
vendored
59
.vscode/settings.json
vendored
@@ -1,59 +0,0 @@
|
||||
{
|
||||
"C_Cpp_Runner.cCompilerPath": "gcc",
|
||||
"C_Cpp_Runner.cppCompilerPath": "g++",
|
||||
"C_Cpp_Runner.debuggerPath": "gdb",
|
||||
"C_Cpp_Runner.cStandard": "",
|
||||
"C_Cpp_Runner.cppStandard": "",
|
||||
"C_Cpp_Runner.msvcBatchPath": "",
|
||||
"C_Cpp_Runner.useMsvc": false,
|
||||
"C_Cpp_Runner.warnings": [
|
||||
"-Wall",
|
||||
"-Wextra",
|
||||
"-Wpedantic",
|
||||
"-Wshadow",
|
||||
"-Wformat=2",
|
||||
"-Wcast-align",
|
||||
"-Wconversion",
|
||||
"-Wsign-conversion",
|
||||
"-Wnull-dereference"
|
||||
],
|
||||
"C_Cpp_Runner.msvcWarnings": [
|
||||
"/W4",
|
||||
"/permissive-",
|
||||
"/w14242",
|
||||
"/w14287",
|
||||
"/w14296",
|
||||
"/w14311",
|
||||
"/w14826",
|
||||
"/w44062",
|
||||
"/w44242",
|
||||
"/w14905",
|
||||
"/w14906",
|
||||
"/w14263",
|
||||
"/w44265",
|
||||
"/w14928"
|
||||
],
|
||||
"C_Cpp_Runner.enableWarnings": true,
|
||||
"C_Cpp_Runner.warningsAsError": false,
|
||||
"C_Cpp_Runner.compilerArgs": [],
|
||||
"C_Cpp_Runner.linkerArgs": [],
|
||||
"C_Cpp_Runner.includePaths": [],
|
||||
"C_Cpp_Runner.includeSearch": [
|
||||
"*",
|
||||
"**/*"
|
||||
],
|
||||
"C_Cpp_Runner.excludeSearch": [
|
||||
"**/build",
|
||||
"**/build/**",
|
||||
"**/.*",
|
||||
"**/.*/**",
|
||||
"**/.vscode",
|
||||
"**/.vscode/**"
|
||||
],
|
||||
"C_Cpp_Runner.useAddressSanitizer": false,
|
||||
"C_Cpp_Runner.useUndefinedSanitizer": false,
|
||||
"C_Cpp_Runner.useLeakSanitizer": false,
|
||||
"C_Cpp_Runner.showCompilationTime": false,
|
||||
"C_Cpp_Runner.useLinkTimeOptimization": false,
|
||||
"C_Cpp_Runner.msvcSecureNoWarnings": false
|
||||
}
|
||||
26
.vscode/tasks.json
vendored
26
.vscode/tasks.json
vendored
@@ -1,26 +0,0 @@
|
||||
{
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"type": "shell",
|
||||
"label": "C/C++: gcc build active file",
|
||||
"command": "/usr/bin/gcc",
|
||||
"args": [
|
||||
"-g",
|
||||
"${file}",
|
||||
"-o",
|
||||
"${fileDirname}/${fileBasenameNoExtension}"
|
||||
],
|
||||
"options": {
|
||||
"cwd": "${fileDirname}"
|
||||
},
|
||||
"problemMatcher": [
|
||||
"$gcc"
|
||||
],
|
||||
"group": {
|
||||
"kind": "build",
|
||||
"isDefault": true
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
34
Makefile
34
Makefile
@@ -1,21 +1,23 @@
|
||||
# 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 \
|
||||
src/collision.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)
|
||||
|
||||
5
MakefileMacOS
Normal file
5
MakefileMacOS
Normal file
@@ -0,0 +1,5 @@
|
||||
gcc src/*.c -o wrldboxMacOS \
|
||||
-I/opt/homebrew/include \
|
||||
-L/opt/homebrew/lib \
|
||||
-lraylib \
|
||||
-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
21
OLD/Makefile
Normal file
21
OLD/Makefile
Normal file
@@ -0,0 +1,21 @@
|
||||
# 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
1743
OLD/include/raylib.h
Executable file
File diff suppressed because it is too large
Load Diff
BIN
OLD/lib/libraylib.a
Executable file
BIN
OLD/lib/libraylib.a
Executable file
Binary file not shown.
@@ -1,8 +1,17 @@
|
||||
// ray.c A-0-i by team wholeworldcoding.
|
||||
// working physics simulation with 1 object, limited playground and fixed parameters
|
||||
// This is P7MJ, out.
|
||||
|
||||
// Changes:
|
||||
// Reversing gravity makes it work?!!!
|
||||
// Added scale factor, mathed the shit out of that.
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include "raylib.h"
|
||||
|
||||
const float g = -9.81;
|
||||
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.
|
||||
const float g = 9.81*scale; // Gravity is inversed cause raylib uses top right corner as origin.
|
||||
float obj_x = 100; // Starting X (pixels)
|
||||
float obj_y = 100; // Starting Y (pixels)
|
||||
float obj_vel_x = 50; // Velocity X (pixels/second)
|
||||
@@ -14,26 +23,26 @@ float rect_size = 40; // Size of the rectangle
|
||||
int main(void) {
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 600;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "Physics Engine - Falling Rectangle");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "WrldBox // ray.c");
|
||||
SetTargetFPS(60); // 60 frames per second
|
||||
|
||||
|
||||
float deltaTime = 0.0f;
|
||||
bool isSimulating = true;
|
||||
|
||||
|
||||
printf(">= SIMULATION PARAMETERS =<\n");
|
||||
printf("g= %f\nX= %.2f Y= %.2f GROUND_Y= %.2f\nVEL_X= %.2f VEL_Y= %.2f\n\n",
|
||||
printf("g= %f\nX= %.2f Y= %.2f GROUND_Y= %.2f\nVEL_X= %.2f VEL_Y= %.2f\n\n",
|
||||
g, obj_x, obj_y, ground_y, obj_vel_x, obj_vel_y);
|
||||
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
// Calculate delta time (time since last frame)
|
||||
deltaTime = GetFrameTime();
|
||||
|
||||
|
||||
// Control simulation with spacebar
|
||||
if (IsKeyPressed(KEY_SPACE)) {
|
||||
isSimulating = !isSimulating;
|
||||
}
|
||||
|
||||
|
||||
// Reset with R key
|
||||
if (IsKeyPressed(KEY_R)) {
|
||||
obj_x = 100;
|
||||
@@ -44,74 +53,74 @@ int main(void) {
|
||||
isSimulating = true;
|
||||
printf("\n>= SIMULATION RESET =<\n");
|
||||
}
|
||||
|
||||
|
||||
// Update physics if simulating and object is above ground
|
||||
if (isSimulating && obj_y + rect_size/2 < ground_y) {
|
||||
// Your original physics logic with deltaTime
|
||||
obj_vel_y += deltaTime * g; // v = u + at
|
||||
obj_y += obj_vel_y * deltaTime; // s = ut + 1/2 at^2 is handled by this
|
||||
obj_x += obj_vel_x * deltaTime;
|
||||
|
||||
|
||||
time_step += deltaTime;
|
||||
|
||||
|
||||
// Real-time console output (optional)
|
||||
if ((int)(time_step * 60) % 30 == 0) { // Print every ~0.5 seconds
|
||||
printf("\r[%.2fs] X: %.2f Y: %.2f VEL_X: %.2f VEL_Y: %.2f",
|
||||
printf("\r[%.2fs] X: %.2f Y: %.2f VEL_X: %.2f VEL_Y: %.2f",
|
||||
time_step, obj_x, obj_y, obj_vel_x, obj_vel_y);
|
||||
fflush(stdout);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Clamp to ground (prevent going through)
|
||||
if (obj_y + rect_size/2 >= ground_y) {
|
||||
obj_y = ground_y - rect_size/2;
|
||||
if (isSimulating) {
|
||||
printf("\n\n>= Object Hit Ground =<\n");
|
||||
printf("X: %.2f, Y: %.2f, VEL_X: %.2f, VEL_Y: %.2f TIME: %.2f\n",
|
||||
printf("X: %.2f, Y: %.2f, VEL_X: %.2f, VEL_Y: %.2f TIME: %.2f\n",
|
||||
obj_x, obj_y, obj_vel_x, obj_vel_y, time_step);
|
||||
isSimulating = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Keep rectangle in screen bounds horizontally
|
||||
if (obj_x - rect_size/2 < 0) obj_x = rect_size/2;
|
||||
if (obj_x + rect_size/2 > screenWidth) obj_x = screenWidth - rect_size/2;
|
||||
|
||||
|
||||
// Drawing
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
// Draw ground line
|
||||
DrawLine(0, ground_y, screenWidth, ground_y, DARKGRAY);
|
||||
|
||||
|
||||
// Draw ground label
|
||||
DrawText("GROUND", 10, ground_y + 5, 20, DARKGRAY);
|
||||
|
||||
|
||||
// Draw the falling rectangle
|
||||
Rectangle rect = { obj_x - rect_size/2, obj_y - rect_size/2, rect_size, rect_size };
|
||||
DrawRectangleRec(rect, RED);
|
||||
DrawRectangleLinesEx(rect, 2, MAROON);
|
||||
|
||||
|
||||
// Draw info text
|
||||
DrawText(TextFormat("Time: %.2f s", time_step), 10, 10, 20, DARKGRAY);
|
||||
DrawText(TextFormat("Position: (%.1f, %.1f)", obj_x, obj_y), 10, 35, 20, DARKGRAY);
|
||||
DrawText(TextFormat("Velocity: (%.1f, %.1f)", obj_vel_x, obj_vel_y), 10, 60, 20, DARKGRAY);
|
||||
DrawText(TextFormat("Status: %s", isSimulating ? "SIMULATING" : "PAUSED"), 10, 85, 20, isSimulating ? GREEN : RED);
|
||||
|
||||
|
||||
// Draw controls help
|
||||
DrawText("Controls:", screenWidth - 200, 10, 20, DARKGRAY);
|
||||
DrawText("SPACE: Pause/Resume", screenWidth - 200, 35, 15, DARKGRAY);
|
||||
DrawText("R: Reset", screenWidth - 200, 55, 15, DARKGRAY);
|
||||
DrawText("ESC: Exit", screenWidth - 200, 75, 15, DARKGRAY);
|
||||
|
||||
|
||||
// Draw velocity vector (optional visualization)
|
||||
Vector2 velocityEnd = { obj_x + obj_vel_x * 0.1f, obj_y + obj_vel_y * 0.1f };
|
||||
DrawLineEx((Vector2){obj_x, obj_y}, velocityEnd, 3, BLUE);
|
||||
DrawText("Velocity Vector", obj_x + 5, obj_y - 10, 15, BLUE);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
4
OLD/structure.txt
Normal file
4
OLD/structure.txt
Normal file
@@ -0,0 +1,4 @@
|
||||
launcher.c
|
||||
render.c
|
||||
character.c
|
||||
physics.c
|
||||
31
README.md
31
README.md
@@ -1,14 +1,29 @@
|
||||
# WrldBox Sandbox Simulator
|
||||
# WrldBox Engine
|
||||
|
||||
**WrldBox** is a work-in-progress sandbox simulator made by Team wholeworldcoding.
|
||||
This project *is* the next major `wholeworldcoding` project.
|
||||
|
||||
Currently, it is in a prototype/experimental stage:
|
||||
## 🧊Introduction
|
||||
|
||||
- Rendering is extremely buggy. `ray.c` experiences orientation problems and is vibe coded and unchecked.
|
||||
**WrldBox** is a work-in-progress sandbox simulator made by Team wholeworldcoding. It is currently in a pretty developed experimental stage.
|
||||
|
||||
The only usuable product is `text_physics.c`. This is a text physics simulator that simulates 2D physics.
|
||||
It consists of several components:
|
||||
|
||||
Expect more updates. This has huge potential to become the next big `wholeworldcoding` project.
|
||||
- `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)
|
||||
|
||||
> [!TIP]
|
||||
> Don't expect anything to work!
|
||||
|
||||
- More stuff in src. README in progress.
|
||||
|
||||
- OLD contains the original logic this came from.
|
||||
|
||||
## 🛠️ 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 four `wholeworldcoding` members.
|
||||
|
||||
68
src/collision.c
Normal file
68
src/collision.c
Normal file
@@ -0,0 +1,68 @@
|
||||
#include "world.h"
|
||||
#include <math.h>
|
||||
#include "config.h"
|
||||
#include "collision.h"
|
||||
#include "player.h"
|
||||
#include <stdio.h>
|
||||
void checkCollision(){
|
||||
for(int u=0; u<=MAX_ENTITIES-1; u++){
|
||||
Entity *en1 = &entities[u];
|
||||
if(!en1->active){
|
||||
continue;
|
||||
}
|
||||
en1->headgrounded = false;
|
||||
for(int j=u+1; j<=MAX_ENTITIES-1; j++){
|
||||
if(u!=j){
|
||||
Entity *en2 = &entities[j];
|
||||
if(!en2->active){
|
||||
continue;
|
||||
}
|
||||
printf("%d\n", en1->headgrounded);
|
||||
|
||||
float half = (en1->size + en2->size) * 0.5f;
|
||||
float overlapX = half - fabsf(en1->position.x - en2->position.x);
|
||||
float overlapY = half - fabsf(en1->position.y - en2->position.y);
|
||||
|
||||
if (overlapX > 0 && overlapY > 0)
|
||||
{
|
||||
if (overlapY < overlapX && en1->position.y < en2->position.y)
|
||||
{
|
||||
// top collision
|
||||
en1->position.y = en2->position.y - half;
|
||||
en1->velocity.y = 0;
|
||||
en1->velocity.x *= en2->drag;
|
||||
en1->headgrounded = true;
|
||||
} else {
|
||||
en1->headgrounded = false;
|
||||
float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5);
|
||||
float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
|
||||
if(en1->position.x < en2->position.x){
|
||||
en1->velocity.x=0;
|
||||
en2->velocity.x=0;
|
||||
ApplyForce(
|
||||
en1,
|
||||
(Vector2){-forcex, 0}
|
||||
);
|
||||
ApplyForce(
|
||||
en2,
|
||||
(Vector2){forcex, 0}
|
||||
);
|
||||
}
|
||||
else{
|
||||
en1->velocity.x=0;
|
||||
en2->velocity.x=0;
|
||||
ApplyForce(
|
||||
en1,
|
||||
(Vector2){forcex, 0}
|
||||
);
|
||||
ApplyForce(
|
||||
en2,
|
||||
(Vector2){-forcex, 0}
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
8
src/collision.h
Normal file
8
src/collision.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#ifndef COLLISION_H
|
||||
#define COLLISION_H
|
||||
|
||||
// FUNction declaration! yay!!!
|
||||
// run by main.c constantly to allow player input.
|
||||
void checkCollision();
|
||||
|
||||
#endif
|
||||
21
src/config.h
Normal file
21
src/config.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#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
|
||||
10
src/docprogress.txt
Normal file
10
src/docprogress.txt
Normal file
@@ -0,0 +1,10 @@
|
||||
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
|
||||
28
src/entity.h
Normal file
28
src/entity.h
Normal file
@@ -0,0 +1,28 @@
|
||||
#ifndef ENTITY_H
|
||||
#define ENTITY_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "raylib.h"
|
||||
|
||||
typedef struct Entity
|
||||
{
|
||||
bool active;
|
||||
|
||||
bool isPlayer;
|
||||
bool affectedByGravity;
|
||||
bool headgrounded;
|
||||
|
||||
float mass;
|
||||
float size;
|
||||
|
||||
Vector2 position;
|
||||
Vector2 velocity;
|
||||
Vector2 acceleration;
|
||||
Vector2 force;
|
||||
|
||||
Color color;
|
||||
float drag;
|
||||
|
||||
} Entity;
|
||||
|
||||
#endif
|
||||
186
src/main.c
Normal file
186
src/main.c
Normal file
@@ -0,0 +1,186 @@
|
||||
#include <stdio.h>
|
||||
// add all the shit from the other shit
|
||||
#include "raylib.h"
|
||||
#include "world.h"
|
||||
#include "physics.h"
|
||||
#include "player.h"
|
||||
#include "render.h"
|
||||
#include "config.h"
|
||||
#include "collision.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Let's make a window
|
||||
const int screenWidth = 1000;
|
||||
const int screenHeight = 600;
|
||||
|
||||
InitWindow(
|
||||
screenWidth,
|
||||
screenHeight,
|
||||
"WrldBox Sandbox");
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
// Now we actually start the code
|
||||
InitWorld();
|
||||
|
||||
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),
|
||||
GetRandomValue(15, 45),
|
||||
1.0f,
|
||||
(Color)
|
||||
{
|
||||
GetRandomValue(50,255),
|
||||
GetRandomValue(50,255),
|
||||
GetRandomValue(50,255),
|
||||
255
|
||||
},
|
||||
GetRandomValue(0, 1) + 0.1f);
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
// Spawn cube where the mouse is when it clicks!
|
||||
Vector2 m = GetMousePosition();
|
||||
|
||||
SpawnEntity(
|
||||
m.x,
|
||||
m.y,
|
||||
25,
|
||||
1.0f,
|
||||
ORANGE,
|
||||
0.1f);
|
||||
}
|
||||
|
||||
if (isSimulating)
|
||||
{
|
||||
// allow player to be controlled, fit everything within the size of the screen
|
||||
UpdatePlayerControls();
|
||||
checkCollision();
|
||||
UpdateEntities(dt, screenWidth);
|
||||
|
||||
simTime += dt;
|
||||
}
|
||||
|
||||
// UI shenanigans
|
||||
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();
|
||||
}
|
||||
|
||||
// When the window wants to close, close it. What a surprise.
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
132
src/physics.c
Normal file
132
src/physics.c
Normal file
@@ -0,0 +1,132 @@
|
||||
#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 && !onGround)
|
||||
{
|
||||
ApplyForce(
|
||||
e,
|
||||
(Vector2){0, e->mass * g}
|
||||
);
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// Clamp player horizontal speed
|
||||
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;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
e->position.y =
|
||||
ground_y -
|
||||
e->size * 0.5f;
|
||||
|
||||
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)
|
||||
{
|
||||
e->position.x =
|
||||
e->size * 0.5f;
|
||||
|
||||
e->velocity.x *= -0.6f;
|
||||
}
|
||||
|
||||
// Right wall collision
|
||||
if (e->position.x +
|
||||
e->size * 0.5f >
|
||||
screenWidth)
|
||||
{
|
||||
e->position.x =
|
||||
screenWidth -
|
||||
e->size * 0.5f;
|
||||
|
||||
e->velocity.x *= -0.6f;
|
||||
}
|
||||
}
|
||||
}
|
||||
9
src/physics.h
Normal file
9
src/physics.h
Normal file
@@ -0,0 +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
|
||||
58
src/player.c
Normal file
58
src/player.c
Normal file
@@ -0,0 +1,58 @@
|
||||
#include "player.h"
|
||||
|
||||
#include "world.h"
|
||||
#include "config.h"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// let's a go!
|
||||
float curhorvel=0.0f; //current horizonatal velocity
|
||||
bool dir=0;
|
||||
void UpdatePlayerControls(void)
|
||||
{
|
||||
// if there isn't a player, you probably can't do much
|
||||
if (!player){
|
||||
return;
|
||||
}
|
||||
if(curhorvel==0.0f){
|
||||
curhorvel=65.5f*scale;
|
||||
}
|
||||
// if a key pressed, push player to the left
|
||||
if (IsKeyDown(KEY_A))
|
||||
{
|
||||
dir=1;
|
||||
if(curhorvel<MAX_PLAYER_SPEED){
|
||||
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||
}
|
||||
ApplyForce(
|
||||
player,
|
||||
(Vector2){-curhorvel, 0}
|
||||
);
|
||||
}
|
||||
// if d key pressed, push player to the right
|
||||
else if (IsKeyDown(KEY_D))
|
||||
{
|
||||
dir=0;
|
||||
if(curhorvel<=MAX_PLAYER_SPEED){
|
||||
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||
}
|
||||
ApplyForce(
|
||||
player,
|
||||
(Vector2){curhorvel, 0}
|
||||
);
|
||||
}
|
||||
else{
|
||||
curhorvel=65.5f*scale;
|
||||
}
|
||||
// if sspace key pressed (and player isn't already jumping), push player
|
||||
if (IsGrounded(player) &&
|
||||
IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
player->velocity.y = 0;
|
||||
|
||||
ApplyForce(
|
||||
player,
|
||||
(Vector2){0, -JUMP_FORCE}
|
||||
);
|
||||
}
|
||||
}
|
||||
8
src/player.h
Normal file
8
src/player.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
// FUNction declaration! yay!!!
|
||||
// run by main.c constantly to allow player input.
|
||||
void UpdatePlayerControls(void);
|
||||
|
||||
#endif
|
||||
38
src/render.c
Normal file
38
src/render.c
Normal file
@@ -0,0 +1,38 @@
|
||||
#include "render.h"
|
||||
#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++)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
7
src/render.h
Normal file
7
src/render.h
Normal file
@@ -0,0 +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
|
||||
145
src/world.c
Normal file
145
src/world.c
Normal file
@@ -0,0 +1,145 @@
|
||||
#include <stddef.h>
|
||||
#include "world.h"
|
||||
#include "collision.h"
|
||||
|
||||
// the beeg one. hooooooooooooooooh boy
|
||||
|
||||
const float scale = 43.7445319335f;
|
||||
const float g = 9.81f * scale;
|
||||
|
||||
const float PLAYER_SPEED_FACTOR =1.1f; //1.1 is good
|
||||
const float JUMP_FORCE = 450.0f*scale;
|
||||
|
||||
const float AIR_DRAG = 0.999f;
|
||||
|
||||
const float GROUND_FRICTION = 27.432f*scale;
|
||||
const float MAX_PLAYER_SPEED = 10.0f*scale;
|
||||
|
||||
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;
|
||||
if(e->position.y +e->size * 0.5f >=ground_y - 2.0f || e->headgrounded){
|
||||
return true;
|
||||
}
|
||||
else{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Entity *SpawnEntity(
|
||||
float x,
|
||||
float y,
|
||||
float size,
|
||||
float mass,
|
||||
Color color,
|
||||
float drag)
|
||||
{
|
||||
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->drag = drag;
|
||||
|
||||
e->position = (Vector2){x, y};
|
||||
e->velocity = (Vector2){0, 0};
|
||||
e->acceleration = (Vector2){0, 0};
|
||||
e->force = (Vector2){0, 0};
|
||||
|
||||
e->color = color;
|
||||
e->headgrounded = false;
|
||||
|
||||
return e;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
// say bye bye to EVERYTHINGGGG AHAHAHAHAHAAH
|
||||
// im a little mad with power
|
||||
// this is literally just a helper function to clear the entities and player
|
||||
void ClearWorld(void)
|
||||
{
|
||||
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||
{
|
||||
entities[i].active = false;
|
||||
}
|
||||
|
||||
player = NULL;
|
||||
}
|
||||
|
||||
// used in main.c to start the actual engine behaviors. spawns the player, and a few other boxes for funsies.
|
||||
void InitWorld(void)
|
||||
{
|
||||
ClearWorld();
|
||||
|
||||
player = SpawnEntity(
|
||||
120,
|
||||
120,
|
||||
40,
|
||||
1.0f,
|
||||
BLUE,
|
||||
0.1f);
|
||||
|
||||
if (player)
|
||||
{
|
||||
player->isPlayer = true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
SpawnEntity(
|
||||
300 + i * 50,
|
||||
50,
|
||||
25,
|
||||
1.0f,
|
||||
RED,
|
||||
0.9f);
|
||||
}
|
||||
|
||||
simTime = 0.0f;
|
||||
}
|
||||
|
||||
// helper function: count number of entities. Something somewhere uses this. I think it's probably for entity counting. Don't quote me on that.
|
||||
int CountEntities(void)
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||
{
|
||||
if (entities[i].active)
|
||||
count++;
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
38
src/world.h
Normal file
38
src/world.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#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;
|
||||
|
||||
extern const float scale;
|
||||
|
||||
extern const float MAX_PLAYER_SPEED;
|
||||
|
||||
extern const float PLAYER_SPEED_FACTOR;
|
||||
|
||||
|
||||
void ApplyForce(Entity *e, Vector2 force);
|
||||
bool IsGrounded(Entity *e);
|
||||
|
||||
Entity *SpawnEntity(
|
||||
float x,
|
||||
float y,
|
||||
float size,
|
||||
float mass,
|
||||
Color color,
|
||||
float drag);
|
||||
|
||||
void ClearWorld(void);
|
||||
void InitWorld(void);
|
||||
|
||||
int CountEntities(void);
|
||||
|
||||
#endif
|
||||
BIN
wrldboxMacOS
Executable file
BIN
wrldboxMacOS
Executable file
Binary file not shown.
Reference in New Issue
Block a user