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package main | |
import b2 "box2d" | |
import "core:fmt" | |
import rl "vendor:raylib" | |
SCREEN_WIDTH :: 1280 | |
SCREEN_HEIGHT :: 720 | |
TIME_STEP: f64 : 1.0 / 60.0 | |
Shape :: enum { | |
Circle, | |
Box, | |
} | |
Body :: struct { | |
shape: Shape, | |
id: b2.Body_ID, | |
} | |
state := struct { | |
world_id: b2.World_ID, | |
ground_id: b2.Body_ID, | |
ground_rect: rl.Rectangle, | |
box_width: f32, | |
box_height: f32, | |
circle_radius: f32, | |
bodies: [dynamic]Body, | |
} { | |
ground_rect = {0, 0, 1280, 120}, | |
box_width = 20, | |
box_height = 20, | |
circle_radius = 10, | |
} | |
shape_def := b2.Shape_Def { | |
filter = {category_bits = 1, mask_bits = 4294967295}, // b2.default_shape_def() | |
// enable_sensor_events = true, // b2.default_shape_def() | |
enable_contact_events = true, // b2.default_shape_def() | |
friction = 0.5, | |
density = 1, | |
restitution = 0.5, | |
} | |
main :: proc() { | |
rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Box2d") | |
// NOTE When using SetTargetFPS(60) and my TIME_STEP is 1/60, lag steadily builds from 0.016 to 0.033, | |
// and then resest to 0.16. Without the settargetfps, lag hovers around the 0.016 to 0.018 mark | |
rl.SetTargetFPS(60) | |
rl.SetConfigFlags({.VSYNC_HINT}) | |
defer rl.CloseWindow() | |
rl_flip_y_axis() // Places origin in bottom-left corner, with up = Y+ | |
initialize_physics() | |
populate_world() | |
defer b2.destroy_world(state.world_id) | |
// Game loop setup | |
previous := rl.GetTime() | |
lag: f64 = 0 | |
for !rl.WindowShouldClose() { | |
// Handle game loop timer | |
current := rl.GetTime() | |
elapsed := current - previous | |
previous = current | |
lag += elapsed | |
processInput() | |
// Fixed update | |
for lag >= TIME_STEP { | |
update() | |
lag -= TIME_STEP | |
} | |
render() | |
} | |
} | |
initialize_physics :: proc() { | |
world_def := b2.default_world_def() | |
world_def.restitution_threshold = 0.2 | |
state.world_id = b2.create_world(&world_def) | |
ground_body_def := b2.default_body_def() | |
ground_body_def.position = b2.Vec2{state.ground_rect.x, state.ground_rect.y} | |
state.ground_id = b2.create_body(state.world_id, &ground_body_def) | |
ground_box := b2.make_box(state.ground_rect.width, state.ground_rect.height) | |
ground_shape_def := b2.default_shape_def() | |
b2.create_polygon_shape(state.ground_id, &ground_shape_def, &ground_box) | |
} | |
populate_world :: proc() { | |
for i in 0 ..< 20 { | |
append(&state.bodies, Body{.Circle, create_shape(state.world_id, .Circle, {100 + f32(i) * 20, 650})}) | |
} | |
px: f32 = 400 | |
py: f32 = 400 | |
num_per_row := 10 | |
num_in_row := 0 | |
for _ in 0 ..< 50 { | |
append(&state.bodies, Body{.Box, create_shape(state.world_id, .Box, {px, py})}) | |
num_in_row += 1 | |
if num_in_row == num_per_row { | |
py += 30 | |
px = 200 | |
num_per_row -= 1 | |
num_in_row = 0 | |
} | |
px += 30 | |
} | |
} | |
create_shape :: proc(world_id: b2.World_ID, shape: Shape, pos: b2.Vec2) -> (body_id: b2.Body_ID) { | |
body_def := b2.Body_Def { | |
gravity_scale = 1, // b2.default_body_def() | |
enable_sleep = true, // b2.default_body_def() | |
is_awake = true, // b2.default_body_def() | |
is_enabled = true, // b2.default_body_def() | |
type = .Dynamic, | |
position = pos, | |
} | |
body_id = b2.create_body(world_id, &body_def) | |
switch shape { | |
case .Box: | |
box := b2.make_box(state.box_width / 2.0, state.box_height / 2.0) | |
b2.create_polygon_shape(body_id, &shape_def, &box) | |
case .Circle: | |
circle := b2.Circle { | |
radius = state.circle_radius, | |
} | |
b2.create_circle_shape(body_id, &shape_def, &circle) | |
} | |
return | |
} | |
processInput :: proc() {} | |
update :: proc() { | |
// FIXME: playing with these numbers | |
b2.world_step(state.world_id, 0.1, 10) | |
} | |
render :: proc() { | |
rl.BeginDrawing() | |
defer rl.EndDrawing() | |
rl.ClearBackground({12, 34, 45, 255}) | |
// Draw ground | |
rl.DrawRectangleRec(state.ground_rect, rl.RED) | |
// Draw bodies | |
for body in state.bodies { | |
position := b2.body_get_position(body.id) | |
switch body.shape { | |
case .Box: | |
angle := b2.body_get_angle(body.id) * (180 / 3.14) | |
rl.DrawRectanglePro( | |
{position.x, position.y, state.box_width, state.box_height}, | |
{state.box_width / 2.0, state.box_height / 2.0}, | |
angle, | |
rl.YELLOW, | |
) | |
case .Circle: | |
rl.DrawCircleV(position, state.circle_radius, rl.GREEN) | |
} | |
} | |
} |
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