Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c2b802807d | |||
| e2fb018c61 | |||
| a7d368cdcc | |||
| 4b545205aa | |||
| c4930f77df | |||
| b8d2ef243a |
@@ -1,87 +0,0 @@
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name: Build Project
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||||||
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||||||
on:
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||||||
push:
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||||||
branches:
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|
||||||
- main
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||||||
pull_request:
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||||||
branches:
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|
||||||
- main
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||||||
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jobs:
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build:
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strategy:
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fail-fast: false
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matrix:
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os:
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- ubuntu-latest
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# - windows-latest
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runs-on: ${{ matrix.os }}
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steps:
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- name: Checkout code
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||||||
uses: actions/checkout@v3
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||||||
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||||||
- name: Install Dependencies (Linux)
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||||||
if: runner.os == 'Linux'
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run: |
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sudo apt-get update
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||||||
sudo apt-get install -y \
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build-essential \
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gcc \
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g++ \
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make \
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git \
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cmake \
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libasound2-dev \
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mesa-common-dev \
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libx11-dev \
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libxrandr-dev \
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libxinerama-dev \
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libxcursor-dev \
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libxi-dev \
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libgl1-mesa-dev \
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libglu1-mesa-dev
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- name: Build & Install Raylib (Linux)
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if: runner.os == 'Linux'
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run: |
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git clone --depth 1 https://github.com/raysan5/raylib.git
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cd raylib/src
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make PLATFORM=PLATFORM_DESKTOP
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sudo make install
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# - name: Install MSYS2 and Raylib (Windows)
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# if: runner.os == 'Windows'
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# uses: msys2/setup-msys2@v2
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# with:
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# msystem: MINGW64
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# update: true
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# install: >
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# mingw-w64-x86_64-gcc
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# mingw-w64-x86_64-make
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# mingw-w64-x86_64-raylib
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- name: Build (Linux)
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if: runner.os == 'Linux'
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run: make
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# - name: Build (Windows)
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# if: runner.os == 'Windows'
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# shell: msys2 {0}
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# run: make
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- name: Upload Linux Artifact
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if: runner.os == 'Linux'
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uses: actions/upload-artifact@v3
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with:
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name: wrldbox-linux
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path: wrldbox
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# - name: Upload Windows Artifact
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# if: runner.os == 'Windows'
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# uses: actions/upload-artifact@v3
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# with:
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# name: wrldbox-windows
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# path: "*.exe"
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3
Makefile
3
Makefile
@@ -4,8 +4,7 @@ SRC=src/main.c \
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src/world.c \
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src/world.c \
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src/player.c \
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src/player.c \
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src/physics.c \
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src/physics.c \
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src/render.c \
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src/render.c
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src/collision.c\
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OUT=wrldbox
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OUT=wrldbox
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@@ -1,5 +0,0 @@
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gcc src/*.c -o wrldboxMacOS \
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-I/opt/homebrew/include \
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-L/opt/homebrew/lib \
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-lraylib \
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-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
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12
README.md
12
README.md
@@ -1,6 +1,4 @@
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# WrldBox Engine
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# WrldBox Sandbox Simulator
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This project *is* the next major `wholeworldcoding` project.
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## 🧊Introduction
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## 🧊Introduction
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@@ -18,12 +16,18 @@ It consists of several components:
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- OLD contains the original logic this came from.
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- OLD contains the original logic this came from.
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This project *is* the next major `wholeworldcoding` project.
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## 🛠️ Build and Compile
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## 🛠️ Build and Compile
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Clone the repository. Once you have navigated to the folder, you can run:
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Clone the repository. Once you have navigated to the folder, you can run:
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|
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- `make`
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- `make`
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## 🌳 This Branch
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||||||
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|
This is the branch for the cube-based RPG.
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## 🏅Credits
|
## 🏅Credits
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This project was impossible without the support of all four `wholeworldcoding` members.
|
This project was impossible without the support of all three `wholeworldcoding` members.
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13
home/p7mj/idea.txt
Normal file
13
home/p7mj/idea.txt
Normal file
@@ -0,0 +1,13 @@
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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:
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You are a cube (pick name w/o numbers or symbols, and color)
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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
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then it evolves into all out war
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@@ -1,68 +0,0 @@
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#include "world.h"
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#include <math.h>
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#include "config.h"
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#include "collision.h"
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#include "player.h"
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#include <stdio.h>
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void checkCollision(){
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for(int u=0; u<=MAX_ENTITIES-1; u++){
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Entity *en1 = &entities[u];
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if(!en1->active){
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continue;
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}
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en1->headgrounded = false;
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for(int j=u+1; j<=MAX_ENTITIES-1; j++){
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if(u!=j){
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Entity *en2 = &entities[j];
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if(!en2->active){
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continue;
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}
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printf("%d\n", en1->headgrounded);
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float half = (en1->size + en2->size) * 0.5f;
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float overlapX = half - fabsf(en1->position.x - en2->position.x);
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float overlapY = half - fabsf(en1->position.y - en2->position.y);
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if (overlapX > 0 && overlapY > 0)
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{
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if (overlapY < overlapX && en1->position.y < en2->position.y)
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{
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// top collision
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en1->position.y = en2->position.y - half;
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en1->velocity.y = 0;
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en1->velocity.x *= en2->drag;
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en1->headgrounded = true;
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} else {
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en1->headgrounded = false;
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float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5);
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float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
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if(en1->position.x < en2->position.x){
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en1->velocity.x=0;
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en2->velocity.x=0;
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ApplyForce(
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en1,
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(Vector2){-forcex, 0}
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);
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ApplyForce(
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en2,
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(Vector2){forcex, 0}
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);
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}
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else{
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en1->velocity.x=0;
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en2->velocity.x=0;
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ApplyForce(
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en1,
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||||||
(Vector2){forcex, 0}
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||||||
);
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ApplyForce(
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en2,
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||||||
(Vector2){-forcex, 0}
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||||||
);
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}
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||||||
}
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||||||
}
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||||||
}
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||||||
}
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||||||
}
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}
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@@ -1,8 +0,0 @@
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#ifndef COLLISION_H
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#define COLLISION_H
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||||||
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||||||
// FUNction declaration! yay!!!
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||||||
// run by main.c constantly to allow player input.
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||||||
void checkCollision();
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||||||
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||||||
#endif
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@@ -10,7 +10,6 @@ typedef struct Entity
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|||||||
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bool isPlayer;
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bool isPlayer;
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bool affectedByGravity;
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bool affectedByGravity;
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bool headgrounded;
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||||||
|
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||||||
float mass;
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float mass;
|
||||||
float size;
|
float size;
|
||||||
@@ -21,7 +20,6 @@ typedef struct Entity
|
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Vector2 force;
|
Vector2 force;
|
||||||
|
|
||||||
Color color;
|
Color color;
|
||||||
float drag;
|
|
||||||
|
|
||||||
} Entity;
|
} Entity;
|
||||||
|
|
||||||
|
|||||||
31
src/main.c
31
src/main.c
@@ -6,7 +6,6 @@
|
|||||||
#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)
|
||||||
{
|
{
|
||||||
@@ -21,20 +20,20 @@ int main(void)
|
|||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
|
|
||||||
// Now we actually start the code
|
InitWorld(); // from world.h
|
||||||
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))
|
||||||
{
|
{
|
||||||
// If it's simulating, stop simulating. If it isn't simulating, start simulating.
|
// Toggle simulation
|
||||||
isSimulating = !isSimulating;
|
isSimulating = !isSimulating;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -46,8 +45,7 @@ int main(void)
|
|||||||
|
|
||||||
if (IsKeyPressed(KEY_Q))
|
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...
|
// Test feature: spawn random cube
|
||||||
// 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),
|
||||||
@@ -59,8 +57,7 @@ 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))
|
||||||
@@ -73,15 +70,13 @@ 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;
|
||||||
@@ -92,6 +87,7 @@ int main(void)
|
|||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
// Ground line
|
||||||
DrawLine(
|
DrawLine(
|
||||||
0,
|
0,
|
||||||
(int)ground_y,
|
(int)ground_y,
|
||||||
@@ -99,6 +95,7 @@ int main(void)
|
|||||||
(int)ground_y,
|
(int)ground_y,
|
||||||
DARKGRAY);
|
DARKGRAY);
|
||||||
|
|
||||||
|
// Ground Text
|
||||||
DrawText(
|
DrawText(
|
||||||
"GROUND",
|
"GROUND",
|
||||||
10,
|
10,
|
||||||
@@ -106,9 +103,9 @@ int main(void)
|
|||||||
20,
|
20,
|
||||||
DARKGRAY);
|
DARKGRAY);
|
||||||
|
|
||||||
DrawEntities();
|
DrawEntities(); // from render.c
|
||||||
|
|
||||||
DrawRectangle(
|
DrawRectangle( // title box
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
screenWidth,
|
screenWidth,
|
||||||
@@ -137,6 +134,8 @@ int main(void)
|
|||||||
20,
|
20,
|
||||||
BLACK);
|
BLACK);
|
||||||
|
|
||||||
|
|
||||||
|
// if player exists, draw position and velocity
|
||||||
if (player)
|
if (player)
|
||||||
{
|
{
|
||||||
DrawText(
|
DrawText(
|
||||||
@@ -177,10 +176,10 @@ 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();
|
EndDrawing(); // end the current draw loop
|
||||||
}
|
}
|
||||||
|
|
||||||
// When the window wants to close, close it. What a surprise.
|
// At this point the window was closed
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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 && !onGround)
|
if (e->affectedByGravity)
|
||||||
{
|
{
|
||||||
ApplyForce(
|
ApplyForce(
|
||||||
e,
|
e,
|
||||||
|
|||||||
11
src/player.c
11
src/player.c
@@ -7,7 +7,6 @@
|
|||||||
|
|
||||||
// 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
|
||||||
@@ -15,13 +14,12 @@ void UpdatePlayerControls(void)
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if(curhorvel==0.0f){
|
if(curhorvel==0.0f){
|
||||||
curhorvel=65.5f*scale;
|
curhorvel=10.0f*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))
|
||||||
{
|
{
|
||||||
dir=1;
|
if(curhorvel<PMV){
|
||||||
if(curhorvel<MAX_PLAYER_SPEED){
|
|
||||||
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||||
}
|
}
|
||||||
ApplyForce(
|
ApplyForce(
|
||||||
@@ -32,8 +30,7 @@ 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))
|
||||||
{
|
{
|
||||||
dir=0;
|
if(curhorvel<=PMV){
|
||||||
if(curhorvel<=MAX_PLAYER_SPEED){
|
|
||||||
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||||
}
|
}
|
||||||
ApplyForce(
|
ApplyForce(
|
||||||
@@ -42,7 +39,7 @@ void UpdatePlayerControls(void)
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
curhorvel=65.5f*scale;
|
curhorvel=10.0f*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) &&
|
||||||
|
|||||||
33
src/world.c
33
src/world.c
@@ -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 PLAYER_SPEED_FACTOR =1.1f; //1.1 is good
|
const float PMV = 10000.0*scale; //Player Max Velocity
|
||||||
const float JUMP_FORCE = 450.0f*scale;
|
const float PLAYER_SPEED_FACTOR =1.3f;
|
||||||
|
const float JUMP_FORCE = 300.0f*scale;
|
||||||
|
|
||||||
const float AIR_DRAG = 0.999f;
|
const float AIR_DRAG = 0.999f;
|
||||||
|
|
||||||
const float GROUND_FRICTION = 27.432f*scale;
|
const float GROUND_FRICTION = 1200.0f;
|
||||||
const float MAX_PLAYER_SPEED = 10.0f*scale;
|
const float MAX_PLAYER_SPEED = 300.0f;
|
||||||
|
|
||||||
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 true;
|
return (
|
||||||
}
|
e->position.y +
|
||||||
else{
|
e->size * 0.5f >=
|
||||||
return false;
|
ground_y - 2.0f
|
||||||
}
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
Entity *SpawnEntity(
|
Entity *SpawnEntity(
|
||||||
@@ -53,8 +53,7 @@ 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++)
|
||||||
{
|
{
|
||||||
@@ -69,7 +68,6 @@ 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};
|
||||||
@@ -77,7 +75,6 @@ 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;
|
||||||
}
|
}
|
||||||
@@ -108,8 +105,7 @@ void InitWorld(void)
|
|||||||
120,
|
120,
|
||||||
40,
|
40,
|
||||||
1.0f,
|
1.0f,
|
||||||
BLUE,
|
BLUE);
|
||||||
0.1f);
|
|
||||||
|
|
||||||
if (player)
|
if (player)
|
||||||
{
|
{
|
||||||
@@ -123,8 +119,7 @@ void InitWorld(void)
|
|||||||
50,
|
50,
|
||||||
25,
|
25,
|
||||||
1.0f,
|
1.0f,
|
||||||
RED,
|
RED);
|
||||||
0.9f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
simTime = 0.0f;
|
simTime = 0.0f;
|
||||||
|
|||||||
@@ -12,13 +12,10 @@ extern bool isSimulating;
|
|||||||
|
|
||||||
extern float simTime;
|
extern float simTime;
|
||||||
|
|
||||||
extern const float scale;
|
extern const float PMV;
|
||||||
|
|
||||||
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);
|
||||||
|
|
||||||
@@ -27,8 +24,7 @@ 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);
|
||||||
|
|||||||
BIN
wrldboxMacOS
BIN
wrldboxMacOS
Binary file not shown.
Reference in New Issue
Block a user