Compare commits
6 Commits
81d0cbc673
...
cube_game
| Author | SHA1 | Date | |
|---|---|---|---|
| c2b802807d | |||
| e2fb018c61 | |||
| a7d368cdcc | |||
| 4b545205aa | |||
| c4930f77df | |||
| b8d2ef243a |
1
.gitignore
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1
.gitignore
vendored
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.vscode/
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18
.vscode/c_cpp_properties.json
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.vscode/c_cpp_properties.json
vendored
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{
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"configurations": [
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{
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"name": "linux-gcc-x64",
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"includePath": [
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"${workspaceFolder}/**"
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],
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"compilerPath": "/usr/bin/gcc",
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"cStandard": "${default}",
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"cppStandard": "${default}",
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||||||
"intelliSenseMode": "linux-gcc-x64",
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"compilerArgs": [
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""
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]
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}
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],
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"version": 4
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}
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14
.vscode/launch.json
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.vscode/launch.json
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Debug with CodeLLDB",
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"type": "lldb",
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||||||
"request": "launch",
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"program": "${fileDirname}/${fileBasenameNoExtension}",
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"args": [],
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"cwd": "${fileDirname}",
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"preLaunchTask": "C/C++: gcc build active file"
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}
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]
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}
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59
.vscode/settings.json
vendored
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.vscode/settings.json
vendored
@@ -1,59 +0,0 @@
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{
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"C_Cpp_Runner.cCompilerPath": "gcc",
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"C_Cpp_Runner.cppCompilerPath": "g++",
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"C_Cpp_Runner.debuggerPath": "gdb",
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||||||
"C_Cpp_Runner.cStandard": "",
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||||||
"C_Cpp_Runner.cppStandard": "",
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||||||
"C_Cpp_Runner.msvcBatchPath": "",
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||||||
"C_Cpp_Runner.useMsvc": false,
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||||||
"C_Cpp_Runner.warnings": [
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"-Wall",
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"-Wextra",
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"-Wpedantic",
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"-Wshadow",
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"-Wformat=2",
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"-Wcast-align",
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"-Wconversion",
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"-Wsign-conversion",
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"-Wnull-dereference"
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],
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"C_Cpp_Runner.msvcWarnings": [
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"/W4",
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"/permissive-",
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"/w14242",
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"/w14287",
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"/w14296",
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"/w14311",
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"/w14826",
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"/w44062",
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"/w44242",
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"/w14905",
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"/w14906",
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"/w14263",
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"/w44265",
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"/w14928"
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],
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"C_Cpp_Runner.enableWarnings": true,
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"C_Cpp_Runner.warningsAsError": false,
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||||||
"C_Cpp_Runner.compilerArgs": [],
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||||||
"C_Cpp_Runner.linkerArgs": [],
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"C_Cpp_Runner.includePaths": [],
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"C_Cpp_Runner.includeSearch": [
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"*",
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"**/*"
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],
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"C_Cpp_Runner.excludeSearch": [
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"**/build",
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"**/build/**",
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"**/.*",
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"**/.*/**",
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"**/.vscode",
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"**/.vscode/**"
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],
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"C_Cpp_Runner.useAddressSanitizer": false,
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||||||
"C_Cpp_Runner.useUndefinedSanitizer": false,
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"C_Cpp_Runner.useLeakSanitizer": false,
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||||||
"C_Cpp_Runner.showCompilationTime": false,
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||||||
"C_Cpp_Runner.useLinkTimeOptimization": false,
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|
||||||
"C_Cpp_Runner.msvcSecureNoWarnings": false
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|
||||||
}
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26
.vscode/tasks.json
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.vscode/tasks.json
vendored
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{
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"version": "2.0.0",
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"tasks": [
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{
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||||||
"type": "shell",
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"label": "C/C++: gcc build active file",
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"command": "/usr/bin/gcc",
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"args": [
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||||||
"-g",
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"${file}",
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"-o",
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"${fileDirname}/${fileBasenameNoExtension}"
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],
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"options": {
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"cwd": "${fileDirname}"
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},
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"problemMatcher": [
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||||||
"$gcc"
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|
||||||
],
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"group": {
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||||||
"kind": "build",
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||||||
"isDefault": true
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||||||
}
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||||||
}
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||||||
]
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}
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22
Makefile
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22
Makefile
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CC=gcc
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SRC=src/main.c \
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src/world.c \
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src/player.c \
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src/physics.c \
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src/render.c
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OUT=wrldbox
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INCLUDES=-Iinclude
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LIBPATH=-Llib
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CFLAGS=-O2 -Wall
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||||||
|
LIBS=-lraylib -lX11 -ldl -lpthread -lm
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all:
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|
$(CC) $(SRC) $(CFLAGS) $(INCLUDES) $(LIBPATH) -o $(OUT) $(LIBS)
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||||||
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||||||
|
clean:
|
||||||
|
rm -f $(OUT)
|
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21
OLD/Makefile
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21
OLD/Makefile
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# 1. Variables (to avoid repeating yourself)
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|
CC = gcc
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CFLAGS = -Iinclude
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LDFLAGS = -Llib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
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# 2. Default target (runs when you just type 'make')
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default: visual text
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# 3. Specific build targets
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||||||
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visual: ray.c
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$(CC) ray.c -o ray.out $(CFLAGS) $(LDFLAGS)
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text: text_physics.c
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$(CC) text_physics.c -o text_physics.out $(CFLAGS) $(LDFLAGS)
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||||||
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|
# 4. Cleanup targets (all mapped to the same action)
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||||||
|
clean clear rm remove wipe:
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||||||
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rm -f ray.out text_physics.out
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||||||
|
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||||||
|
# 5. Phony targets (tells make these are actions, not actual files)
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||||||
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.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
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Binary file not shown.
@@ -1,8 +1,17 @@
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// ray.c A-0-i by team wholeworldcoding.
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// working physics simulation with 1 object, limited playground and fixed parameters
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||||||
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// This is P7MJ, out.
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// Changes:
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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>
|
#include <stdio.h>
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||||||
#include <stdlib.h>
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#include <stdlib.h>
|
||||||
#include "raylib.h"
|
#include "raylib.h"
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||||||
|
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||||||
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.
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||||||
|
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_x = 100; // Starting X (pixels)
|
||||||
float obj_y = 100; // Starting Y (pixels)
|
float obj_y = 100; // Starting Y (pixels)
|
||||||
float obj_vel_x = 50; // Velocity X (pixels/second)
|
float obj_vel_x = 50; // Velocity X (pixels/second)
|
||||||
@@ -15,7 +24,7 @@ int main(void) {
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 600;
|
const int screenHeight = 600;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "Physics Engine - Falling Rectangle");
|
InitWindow(screenWidth, screenHeight, "WrldBox // ray.c");
|
||||||
SetTargetFPS(60); // 60 frames per second
|
SetTargetFPS(60); // 60 frames per second
|
||||||
|
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
4
OLD/structure.txt
Normal file
4
OLD/structure.txt
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|
|||||||
|
launcher.c
|
||||||
|
render.c
|
||||||
|
character.c
|
||||||
|
physics.c
|
||||||
33
README.md
Normal file
33
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`
|
||||||
|
|
||||||
|
## 🌳 This Branch
|
||||||
|
|
||||||
|
This is the branch for the cube-based RPG.
|
||||||
|
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||||||
|
## 🏅Credits
|
||||||
|
|
||||||
|
This project was impossible without the support of all three `wholeworldcoding` members.
|
||||||
13
home/p7mj/idea.txt
Normal file
13
home/p7mj/idea.txt
Normal file
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|
|||||||
|
Develop a particular branch of this game into a RPG with a storyline and characters as cubes.
|
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|
|
||||||
|
So the storyline I can think of now is:
|
||||||
|
|
||||||
|
You are a cube (pick name w/o numbers or symbols, and color)
|
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|
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||||||
|
You are in school
|
||||||
|
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|
You like another cube, but the cube likes someone else
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||||||
|
|
||||||
|
they get together and u get angry, first few missions is sabotage daily life of the other cube's xxxfriend
|
||||||
|
|
||||||
|
then it evolves into all out war
|
||||||
21
src/config.h
Normal file
21
src/config.h
Normal file
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|
#ifndef CONFIG_H
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|
#define CONFIG_H
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|
#define MAX_ENTITIES 512
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|
extern const float scale;
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extern const float g;
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|
extern const float PLAYER_FORCE;
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|
extern const float JUMP_FORCE;
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||||||
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|
extern const float AIR_DRAG;
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|
extern const float GROUND_FRICTION;
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|
extern const float MAX_PLAYER_SPEED;
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|
extern const float BOUNCE;
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|
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||||||
|
extern const float ground_y;
|
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|
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|
#endif
|
||||||
10
src/docprogress.txt
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10
src/docprogress.txt
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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
|
||||||
26
src/entity.h
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26
src/entity.h
Normal file
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|
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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
|
||||||
185
src/main.c
Normal file
185
src/main.c
Normal file
@@ -0,0 +1,185 @@
|
|||||||
|
#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"
|
||||||
|
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Let's make a window
|
||||||
|
const int screenWidth = 1000;
|
||||||
|
const int screenHeight = 600;
|
||||||
|
|
||||||
|
InitWindow(
|
||||||
|
screenWidth,
|
||||||
|
screenHeight,
|
||||||
|
"WrldBox Sandbox");
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
|
||||||
|
InitWorld(); // from world.h
|
||||||
|
|
||||||
|
printf("WrldBox engine started\n");
|
||||||
|
printf("Gravity = %.2f\n", g);
|
||||||
|
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
|
||||||
|
// Calculate delta time for consistent performace across different FPSes
|
||||||
|
float dt = GetFrameTime();
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_P))
|
||||||
|
{
|
||||||
|
// Toggle simulation
|
||||||
|
isSimulating = !isSimulating;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_R))
|
||||||
|
{
|
||||||
|
// VERY complicated reset logic
|
||||||
|
InitWorld();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_Q))
|
||||||
|
{
|
||||||
|
// Test feature: spawn random cube
|
||||||
|
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))
|
||||||
|
{
|
||||||
|
// Spawn cube where the mouse is when it clicks!
|
||||||
|
Vector2 m = GetMousePosition();
|
||||||
|
|
||||||
|
SpawnEntity(
|
||||||
|
m.x,
|
||||||
|
m.y,
|
||||||
|
25,
|
||||||
|
1.0f,
|
||||||
|
ORANGE);
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Ground line
|
||||||
|
DrawLine(
|
||||||
|
0,
|
||||||
|
(int)ground_y,
|
||||||
|
screenWidth,
|
||||||
|
(int)ground_y,
|
||||||
|
DARKGRAY);
|
||||||
|
|
||||||
|
// Ground Text
|
||||||
|
DrawText(
|
||||||
|
"GROUND",
|
||||||
|
10,
|
||||||
|
(int)ground_y + 5,
|
||||||
|
20,
|
||||||
|
DARKGRAY);
|
||||||
|
|
||||||
|
DrawEntities(); // from render.c
|
||||||
|
|
||||||
|
DrawRectangle( // title box
|
||||||
|
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 exists, draw position and velocity
|
||||||
|
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(); // end the current draw loop
|
||||||
|
}
|
||||||
|
|
||||||
|
// At this point the window was closed
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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
|
||||||
55
src/player.c
Normal file
55
src/player.c
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
#include "player.h"
|
||||||
|
|
||||||
|
#include "world.h"
|
||||||
|
#include "config.h"
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
// let's a go!
|
||||||
|
float curhorvel=0.0f; //current horizonatal velocity
|
||||||
|
void UpdatePlayerControls(void)
|
||||||
|
{
|
||||||
|
// if there isn't a player, you probably can't do much
|
||||||
|
if (!player){
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if(curhorvel==0.0f){
|
||||||
|
curhorvel=10.0f*scale;
|
||||||
|
}
|
||||||
|
// if a key pressed, push player to the left
|
||||||
|
if (IsKeyDown(KEY_A))
|
||||||
|
{
|
||||||
|
if(curhorvel<PMV){
|
||||||
|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||||
|
}
|
||||||
|
ApplyForce(
|
||||||
|
player,
|
||||||
|
(Vector2){-curhorvel, 0}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
// if d key pressed, push player to the right
|
||||||
|
else if (IsKeyDown(KEY_D))
|
||||||
|
{
|
||||||
|
if(curhorvel<=PMV){
|
||||||
|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||||
|
}
|
||||||
|
ApplyForce(
|
||||||
|
player,
|
||||||
|
(Vector2){curhorvel, 0}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
curhorvel=10.0f*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
|
||||||
140
src/world.c
Normal file
140
src/world.c
Normal file
@@ -0,0 +1,140 @@
|
|||||||
|
#include <stddef.h>
|
||||||
|
#include "world.h"
|
||||||
|
|
||||||
|
// the beeg one. hooooooooooooooooh boy
|
||||||
|
|
||||||
|
const float scale = 43.7445319335f;
|
||||||
|
const float g = 9.81f * scale;
|
||||||
|
|
||||||
|
const float PMV = 10000.0*scale; //Player Max Velocity
|
||||||
|
const float PLAYER_SPEED_FACTOR =1.3f;
|
||||||
|
const float JUMP_FORCE = 300.0f*scale;
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
if (player)
|
||||||
|
{
|
||||||
|
player->isPlayer = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < 8; i++)
|
||||||
|
{
|
||||||
|
SpawnEntity(
|
||||||
|
300 + i * 50,
|
||||||
|
50,
|
||||||
|
25,
|
||||||
|
1.0f,
|
||||||
|
RED);
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
34
src/world.h
Normal file
34
src/world.h
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
#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 PMV;
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
void ClearWorld(void);
|
||||||
|
void InitWorld(void);
|
||||||
|
|
||||||
|
int CountEntities(void);
|
||||||
|
|
||||||
|
#endif
|
||||||
Reference in New Issue
Block a user