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- #include "raylib.h"
- #include "raymath.h"
- #include <math.h>
- #include <stdio.h>
- #define DRAG -0.001f
- typedef struct ship_t {
- Vector2 position;
- Vector2 velocity;
- Vector2 accel;
- Vector2 size;
- Vector2 direction;
- float angle;
- } ship;
- typedef struct game_g {
- ship s;
- float dt;
- } game;
- game g;
- void ship_draw(const ship *s) { DrawRectangleV(s->position, s->size, BLACK); }
- void ship_up(ship *s) {
- Vector2 min = {.x = -1000.0f, .y = -1000.0f};
- Vector2 max = {.x = 1000.0f, .y = 1000.0f};
- Vector2 diff = Vector2Subtract(s->direction, s->position);
- Vector2 accellv = CLITERAL(Vector2){.x = diff.x, .y = diff.y};
- Vector2Normalize(accellv);
- s->accel = Vector2Add(accellv, s->accel);
- s->accel = Vector2Clamp(s->accel, min, max);
- }
- void ship_stop(ship *s) {
- Vector2 min = {.x = 1.0, .y = 1.0};
- Vector2 max = {.x = 0.0, .y = 0.0};
- s->accel.y -= 0.0001f;
- s->accel.x -= 0.0001f;
- s->accel = Vector2Clamp(s->accel, min, max);
- }
- void ship_update(ship *s) {
- Vector2 drag = {.x = DRAG * s->velocity.x, .y = DRAG * s->velocity.y};
- float x = cosf(s->angle);
- float y = sinf(s->angle);
- Vector2 polar = CLITERAL(Vector2){.x = x, .y = y};
- Vector2 pos = Vector2Add(s->position, polar);
- float x1 = 100 * cosf(s->angle);
- float y1 = 100 * sinf(s->angle);
- Vector2 polar1 = CLITERAL(Vector2){.x = x1, .y = y1};
- Vector2 pos1 = Vector2Add(s->position, polar1);
- s->direction.x = pos.x;
- s->direction.y = pos.y;
- s->velocity.x += s->accel.x * g.dt;
- s->velocity.y += s->accel.y * g.dt;
- s->velocity = Vector2Add(s->velocity, drag);
- s->position.x += s->velocity.x * g.dt;
- s->position.y += s->velocity.y * g.dt;
- DrawLine(s->position.x, s->position.y, pos1.x, pos1.y, RED);
- }
- void process_inputs(game *g) {
- if (IsKeyDown(KEY_W)) {
- ship_up(&g->s);
- } else {
- ship_stop(&g->s);
- }
- if (IsKeyDown(KEY_D)) {
- g->s.angle += 1.0f * g->dt;
- }
- if (IsKeyDown(KEY_A)) {
- g->s.angle -= 1.0f * g->dt;
- }
- }
- void text(const game *g) {
- char ind[256] = {0};
- sprintf(ind,
- "ship position %fx%f\nship speed %fx%f\nship accel %fx%f\nangle: "
- "%f\ndirection %fx%f",
- g->s.position.x, g->s.position.y, g->s.velocity.x, g->s.velocity.y,
- g->s.accel.x, g->s.accel.y, g->s.angle, g->s.direction.x,
- g->s.direction.y);
- DrawText(ind, 10, 10, 20, BLACK);
- }
- int main(void) {
- InitWindow(1820, 900, "Hello World");
- ship s1 = {0};
- s1.position.x = 910.0f;
- s1.position.y = 450.0f;
- s1.size.x = 10.0f;
- s1.size.y = 10.0f;
- s1.angle = 3 * PI / 2;
- g.s = s1;
- while (!WindowShouldClose()) {
- BeginDrawing();
- ClearBackground(WHITE);
- process_inputs(&g);
- ship_draw(&g.s);
- ship_update(&g.s);
- text(&g);
- EndDrawing();
- g.dt = GetFrameTime();
- }
- return (0);
- }
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