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50 Commits

Author SHA1 Message Date
swim67667
fded40cbd9 collision/more physics updates
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2026-06-27 00:54:11 -04:00
40747ec508 fully fixed and skips windows because we dont have a windows runner
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2026-06-26 23:55:04 -04:00
9af9cef7ad Update .gitea/workflows/build.yaml
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2026-06-26 23:27:27 -04:00
a3b5e6abee Update .gitea/workflows/build.yaml
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2026-06-26 23:07:47 -04:00
swim67667
f112c37e9e adding top collision
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2026-06-24 22:46:43 -04:00
257be0b3c5 build.yaml 3: someone kill me! (joking)
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2026-06-24 14:05:10 -04:00
bdb6a0aca0 build.yaml 2: electric boogaloo 2026-06-24 14:04:15 -04:00
swim67667
0dd35c52c0 yup
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2026-06-24 13:34:34 -04:00
swim67667
47f73722b9 im sick of making commit titles- fixing stuff
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2026-06-24 12:59:55 -04:00
swim67667
9dee043d95 less messed up collision
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2026-06-24 12:47:00 -04:00
swim67667
c079ca620f horizontal collision works
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2026-06-24 11:46:32 -04:00
swim67667
c29f652cdc made it compileable for macos
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2026-06-24 11:42:00 -04:00
2917fd3152 Update README.md
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2026-06-24 11:29:14 -04:00
swim67667
466d62c023 more
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swim67667
78597f14c0 commit sum more bs
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2026-06-24 00:49:30 -04:00
swim67667
b7fef7bee3 bugfixing
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2026-06-24 00:31:07 -04:00
swim67667
3adef4de7b added macos makefile
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2026-06-24 00:26:52 -04:00
e8a6af63af fixed it!!!
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2026-06-23 10:25:01 -04:00
8163a4641e optimised
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2026-06-23 10:20:10 -04:00
53c8a13578 we must first make a gitea runner in order for this to work
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2026-06-23 10:07:54 -04:00
43d8ddd0ec will build our wrldbox when new commit is made
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2026-06-23 10:04:27 -04:00
bd0ffff93f fixed comments 2026-06-23 10:00:59 -04:00
013fab7c89 fixed bad array definition 2026-06-23 10:00:19 -04:00
swim67667
06d5ae6674 more robust data collection 2026-06-22 23:30:42 -04:00
swim67667
51b15daf2c fixed weird text added in 2026-06-22 01:46:21 -04:00
swim67667
21bd0c204e very bad collision(work in progress) 2026-06-22 01:41:15 -04:00
swim67667
22377c6f1a very bad collision(work in progress) 2026-06-22 01:29:58 -04:00
dff3a5d2c4 made it work 2026-06-17 15:57:23 -04:00
f580ced394 still wip 2026-06-17 14:36:14 -04:00
3c5019bb46 wip update. don't compile 2026-06-17 14:09:46 -04:00
7250e9c834 fix acceleration for the quadrillionth time 2026-06-17 11:41:54 -04:00
b5b2142a62 slight readme changes 2026-06-17 11:08:28 -04:00
37c8a5acfb Fixed swim67667's last commit 2026-06-17 11:06:37 -04:00
028309c6ad Update README.md 2026-06-17 09:53:03 -04:00
74d23adaa5 tried to make acceleration even more smooth: exponential acceleration
previous version used multiplicative acceleration which did get smooth but exponential works like actual acceleration
2026-06-17 09:50:03 -04:00
ddd90a47de Update src/world.c 2026-06-17 09:47:04 -04:00
4988964f22 Better horizontal acceleration courtesy of Alex M. 2026-06-16 14:35:32 -04:00
1e597beeee WIP docs: commenting in player.c/player.h and README updates 2026-06-16 13:23:01 -04:00
944c6c8da4 WIP docs: commenting in render.c/render.h and README updates 2026-06-16 12:32:11 -04:00
81d0cbc673 WIP docs: commenting in physics.c/physics.h and README updates 2026-06-16 12:25:31 -04:00
11d7c736ae WIP docs: commenting in physics.c/physics.h and README updates 2026-06-16 12:24:11 -04:00
8507c2b754 weird pull/push issues solved 2026-06-16 12:14:07 -04:00
1548f76c05 WIP docs: commenting in main.c and README updates 2026-06-16 12:12:58 -04:00
5fe4f6dd91 WIP docs: commenting in main.c and README updates 2026-06-16 12:09:31 -04:00
ac24f566e0 edited readme 2026-06-16 11:29:25 -04:00
7a53bde1d1 Put README in correct place 2026-06-16 11:27:44 -04:00
baa5a6935f Entirely expanded upon existing proof-of-concept 2026-06-16 11:23:16 -04:00
e8d29b7f6b Added scale factor for accurate calculations. 2026-06-15 11:54:39 -04:00
123063b3c5 Working ray.c 2026-06-15 11:20:05 -04:00
d40cc9b484 Removed vscode folder 2026-06-14 08:35:00 -04:00
30 changed files with 2691 additions and 166 deletions

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@@ -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"

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@@ -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
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@@ -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
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@@ -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
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@@ -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
}
}
]
}

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@@ -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
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@@ -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
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@@ -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

File diff suppressed because it is too large Load Diff

BIN
OLD/lib/libraylib.a Executable file

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@@ -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
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@@ -0,0 +1,4 @@
launcher.c
render.c
character.c
physics.c

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@@ -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.

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src/collision.c Normal file
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@@ -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}
);
}
}
}
}
}
}
}

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src/collision.h Normal file
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@@ -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
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@@ -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
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@@ -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
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@@ -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

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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"
#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;
}

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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 && !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;
}
}
}

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#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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#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}
);
}
}

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#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 "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);
}
}

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#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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#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;
}

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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;
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

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