60 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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2026-06-24 01:30:18 -04:00
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
5a4cd2eb83 Add .gitignore 2026-06-12 13:05:13 -04:00
0927a0a531 Update Makefile 2026-06-12 13:02:08 -04:00
20706dc060 Delete my_game 2026-06-12 12:58:45 -04:00
1ccdba57a5 Delete ray 2026-06-12 12:58:27 -04:00
3298638725 Delete a.out 2026-06-12 12:58:08 -04:00
15b2066ea2 Update README.md 2026-06-12 12:57:44 -04:00
a79815eb7b changed name 2026-06-12 12:26:44 -04:00
c24535ad67 Update README.md 2026-06-12 12:25:14 -04:00
7e48cd8496 Add README.md 2026-06-12 09:52:39 -04:00
0b357330a6 Some stuff and a makefile 2026-06-11 07:33:37 -04:00
15 changed files with 225 additions and 58 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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@@ -4,7 +4,8 @@ SRC=src/main.c \
src/world.c \ src/world.c \
src/player.c \ src/player.c \
src/physics.c \ src/physics.c \
src/render.c src/render.c \
src/collision.c\
OUT=wrldbox OUT=wrldbox

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

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@@ -1,4 +1,6 @@
# WrldBox Sandbox Simulator # WrldBox Engine
This project *is* the next major `wholeworldcoding` project.
## 🧊Introduction ## 🧊Introduction
@@ -16,18 +18,12 @@ It consists of several components:
- OLD contains the original logic this came from. - OLD contains the original logic this came from.
This project *is* the next major `wholeworldcoding` project.
## 🛠️ Build and Compile ## 🛠️ Build and Compile
Clone the repository. Once you have navigated to the folder, you can run: Clone the repository. Once you have navigated to the folder, you can run:
- `make` - `make`
## 🌳 This Branch
This is the branch for the cube-based RPG.
## 🏅Credits ## 🏅Credits
This project was impossible without the support of all three `wholeworldcoding` members. This project was impossible without the support of all four `wholeworldcoding` members.

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@@ -1,13 +0,0 @@
Develop a particular branch of this game into a RPG with a storyline and characters as cubes.
So the storyline I can think of now is:
You are a cube (pick name w/o numbers or symbols, and color)
You are in school
You like another cube, but the cube likes someone else
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

68
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}
);
}
}
}
}
}
}
}

8
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

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@@ -10,6 +10,7 @@ typedef struct Entity
bool isPlayer; bool isPlayer;
bool affectedByGravity; bool affectedByGravity;
bool headgrounded;
float mass; float mass;
float size; float size;
@@ -20,6 +21,7 @@ typedef struct Entity
Vector2 force; Vector2 force;
Color color; Color color;
float drag;
} Entity; } Entity;

View File

@@ -6,6 +6,7 @@
#include "player.h" #include "player.h"
#include "render.h" #include "render.h"
#include "config.h" #include "config.h"
#include "collision.h"
int main(void) int main(void)
{ {
@@ -20,20 +21,20 @@ int main(void)
SetTargetFPS(60); SetTargetFPS(60);
InitWorld(); // from world.h // Now we actually start the code
InitWorld();
printf("WrldBox engine started\n"); printf("WrldBox engine started\n");
printf("Gravity = %.2f\n", g); printf("Gravity = %.2f\n", g);
// until we close the window, expect inputs
while (!WindowShouldClose()) while (!WindowShouldClose())
{ {
// Calculate delta time for consistent performace across different FPSes
float dt = GetFrameTime(); float dt = GetFrameTime();
if (IsKeyPressed(KEY_P)) if (IsKeyPressed(KEY_P))
{ {
// Toggle simulation // If it's simulating, stop simulating. If it isn't simulating, start simulating.
isSimulating = !isSimulating; isSimulating = !isSimulating;
} }
@@ -45,7 +46,8 @@ int main(void)
if (IsKeyPressed(KEY_Q)) if (IsKeyPressed(KEY_Q))
{ {
// Test feature: spawn random cube // 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( SpawnEntity(
GetRandomValue(50, 950), GetRandomValue(50, 950),
GetRandomValue(20, 150), GetRandomValue(20, 150),
@@ -57,7 +59,8 @@ int main(void)
GetRandomValue(50,255), GetRandomValue(50,255),
GetRandomValue(50,255), GetRandomValue(50,255),
255 255
}); },
GetRandomValue(0, 1) + 0.1f);
} }
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
@@ -70,13 +73,15 @@ int main(void)
m.y, m.y,
25, 25,
1.0f, 1.0f,
ORANGE); ORANGE,
0.1f);
} }
if (isSimulating) if (isSimulating)
{ {
// allow player to be controlled, fit everything within the size of the screen // allow player to be controlled, fit everything within the size of the screen
UpdatePlayerControls(); UpdatePlayerControls();
checkCollision();
UpdateEntities(dt, screenWidth); UpdateEntities(dt, screenWidth);
simTime += dt; simTime += dt;
@@ -87,7 +92,6 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
// Ground line
DrawLine( DrawLine(
0, 0,
(int)ground_y, (int)ground_y,
@@ -95,7 +99,6 @@ int main(void)
(int)ground_y, (int)ground_y,
DARKGRAY); DARKGRAY);
// Ground Text
DrawText( DrawText(
"GROUND", "GROUND",
10, 10,
@@ -103,9 +106,9 @@ int main(void)
20, 20,
DARKGRAY); DARKGRAY);
DrawEntities(); // from render.c DrawEntities();
DrawRectangle( // title box DrawRectangle(
0, 0,
0, 0,
screenWidth, screenWidth,
@@ -134,8 +137,6 @@ int main(void)
20, 20,
BLACK); BLACK);
// if player exists, draw position and velocity
if (player) if (player)
{ {
DrawText( DrawText(
@@ -176,10 +177,10 @@ int main(void)
DrawText("Q = Random Cube", 700, 105, 18, BLACK); DrawText("Q = Random Cube", 700, 105, 18, BLACK);
DrawText("P = Pause | R = Reset", 700, 125, 18, BLACK); DrawText("P = Pause | R = Reset", 700, 125, 18, BLACK);
EndDrawing(); // end the current draw loop EndDrawing();
} }
// At this point the window was closed // When the window wants to close, close it. What a surprise.
CloseWindow(); CloseWindow();
return 0; return 0;
} }

View File

@@ -21,7 +21,7 @@ void UpdateEntities(float dt, int screenWidth)
bool onGround = IsGrounded(e); bool onGround = IsGrounded(e);
// Apply gravity force if enabled for this entity // Apply gravity force if enabled for this entity
if (e->affectedByGravity) if (e->affectedByGravity && !onGround)
{ {
ApplyForce( ApplyForce(
e, e,

View File

@@ -7,6 +7,7 @@
// let's a go! // let's a go!
float curhorvel=0.0f; //current horizonatal velocity float curhorvel=0.0f; //current horizonatal velocity
bool dir=0;
void UpdatePlayerControls(void) void UpdatePlayerControls(void)
{ {
// if there isn't a player, you probably can't do much // if there isn't a player, you probably can't do much
@@ -14,12 +15,13 @@ void UpdatePlayerControls(void)
return; return;
} }
if(curhorvel==0.0f){ if(curhorvel==0.0f){
curhorvel=10.0f*scale; curhorvel=65.5f*scale;
} }
// if a key pressed, push player to the left // if a key pressed, push player to the left
if (IsKeyDown(KEY_A)) if (IsKeyDown(KEY_A))
{ {
if(curhorvel<PMV){ dir=1;
if(curhorvel<MAX_PLAYER_SPEED){
curhorvel=curhorvel*PLAYER_SPEED_FACTOR; curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
} }
ApplyForce( ApplyForce(
@@ -30,7 +32,8 @@ void UpdatePlayerControls(void)
// if d key pressed, push player to the right // if d key pressed, push player to the right
else if (IsKeyDown(KEY_D)) else if (IsKeyDown(KEY_D))
{ {
if(curhorvel<=PMV){ dir=0;
if(curhorvel<=MAX_PLAYER_SPEED){
curhorvel=curhorvel*PLAYER_SPEED_FACTOR; curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
} }
ApplyForce( ApplyForce(
@@ -39,7 +42,7 @@ void UpdatePlayerControls(void)
); );
} }
else{ else{
curhorvel=10.0f*scale; curhorvel=65.5f*scale;
} }
// if sspace key pressed (and player isn't already jumping), push player // if sspace key pressed (and player isn't already jumping), push player
if (IsGrounded(player) && if (IsGrounded(player) &&

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@@ -1,19 +1,19 @@
#include <stddef.h> #include <stddef.h>
#include "world.h" #include "world.h"
#include "collision.h"
// the beeg one. hooooooooooooooooh boy // the beeg one. hooooooooooooooooh boy
const float scale = 43.7445319335f; const float scale = 43.7445319335f;
const float g = 9.81f * scale; const float g = 9.81f * scale;
const float PMV = 10000.0*scale; //Player Max Velocity const float PLAYER_SPEED_FACTOR =1.1f; //1.1 is good
const float PLAYER_SPEED_FACTOR =1.3f; const float JUMP_FORCE = 450.0f*scale;
const float JUMP_FORCE = 300.0f*scale;
const float AIR_DRAG = 0.999f; const float AIR_DRAG = 0.999f;
const float GROUND_FRICTION = 1200.0f; const float GROUND_FRICTION = 27.432f*scale;
const float MAX_PLAYER_SPEED = 300.0f; const float MAX_PLAYER_SPEED = 10.0f*scale;
const float BOUNCE = 0.45f; const float BOUNCE = 0.45f;
@@ -40,12 +40,12 @@ bool IsGrounded(Entity *e)
{ {
if (!e) if (!e)
return false; return false;
if(e->position.y +e->size * 0.5f >=ground_y - 2.0f || e->headgrounded){
return ( return true;
e->position.y + }
e->size * 0.5f >= else{
ground_y - 2.0f return false;
); }
} }
Entity *SpawnEntity( Entity *SpawnEntity(
@@ -53,7 +53,8 @@ Entity *SpawnEntity(
float y, float y,
float size, float size,
float mass, float mass,
Color color) Color color,
float drag)
{ {
for (int i = 0; i < MAX_ENTITIES; i++) for (int i = 0; i < MAX_ENTITIES; i++)
{ {
@@ -68,6 +69,7 @@ Entity *SpawnEntity(
e->mass = mass; e->mass = mass;
e->size = size; e->size = size;
e->drag = drag;
e->position = (Vector2){x, y}; e->position = (Vector2){x, y};
e->velocity = (Vector2){0, 0}; e->velocity = (Vector2){0, 0};
@@ -75,6 +77,7 @@ Entity *SpawnEntity(
e->force = (Vector2){0, 0}; e->force = (Vector2){0, 0};
e->color = color; e->color = color;
e->headgrounded = false;
return e; return e;
} }
@@ -105,7 +108,8 @@ void InitWorld(void)
120, 120,
40, 40,
1.0f, 1.0f,
BLUE); BLUE,
0.1f);
if (player) if (player)
{ {
@@ -119,7 +123,8 @@ void InitWorld(void)
50, 50,
25, 25,
1.0f, 1.0f,
RED); RED,
0.9f);
} }
simTime = 0.0f; simTime = 0.0f;

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@@ -12,10 +12,13 @@ extern bool isSimulating;
extern float simTime; extern float simTime;
extern const float PMV; extern const float scale;
extern const float MAX_PLAYER_SPEED;
extern const float PLAYER_SPEED_FACTOR; extern const float PLAYER_SPEED_FACTOR;
void ApplyForce(Entity *e, Vector2 force); void ApplyForce(Entity *e, Vector2 force);
bool IsGrounded(Entity *e); bool IsGrounded(Entity *e);
@@ -24,7 +27,8 @@ Entity *SpawnEntity(
float y, float y,
float size, float size,
float mass, float mass,
Color color); Color color,
float drag);
void ClearWorld(void); void ClearWorld(void);
void InitWorld(void); void InitWorld(void);

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wrldbox Executable file

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wrldboxMacOS Executable file

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