Added gravity and macro parameters

This commit is contained in:
davidovski 2022-11-29 14:43:32 +00:00
parent b732d2b4cc
commit 7d45d02151
1 changed files with 57 additions and 15 deletions

72
rope.c
View File

@ -3,10 +3,21 @@
#include <stdlib.h> #include <stdlib.h>
#include <math.h> #include <math.h>
const int radius = 8; #define POINTS 8
const int size[] = {800, 450}; #define DISTANCE 2
const float t = 0.2; #define RADIUS 8
const int distance = 64; #define TENSION 0.7
#define ELASTICITY 1
#define VISIBLE_DOTS 1
#define HIGHLIGHT_ENDS 1
#define GRAVITY -2.4
#define SCREEN_W 800
#define SCREEN_H 600
const int size[] = {SCREEN_W, SCREEN_H};
int holding = -1; int holding = -1;
@ -16,7 +27,7 @@ typedef struct point {
int next; int next;
} Point; } Point;
Point points[8]; Point points[POINTS];
int populatePoints() { int populatePoints() {
int count = sizeof(points) / sizeof(Point); int count = sizeof(points) / sizeof(Point);
@ -29,7 +40,6 @@ float magnitude(Vector2 a) {
return sqrt(a.x*a.x + a.y*a.y); return sqrt(a.x*a.x + a.y*a.y);
} }
int distanceSquared(Vector2 a, Vector2 b) { int distanceSquared(Vector2 a, Vector2 b) {
int dx = (a.x - b.x); int dx = (a.x - b.x);
int dy = (a.y - b.y); int dy = (a.y - b.y);
@ -49,12 +59,31 @@ Vector2 normalize(Vector2 a) {
return (Vector2){a.x / m, a.y / m}; return (Vector2){a.x / m, a.y / m};
} }
int clampInPlace(Point *p) {
if (p->pos.x < 0) {
p->vel.x = 0;
p->pos.x = 0;
} else if (p->pos.x > SCREEN_W) {
p->vel.x = 0;
p->pos.x = SCREEN_W;
}
if (p->pos.y < 0) {
p->vel.y = 0;
p->pos.y = 0;
} else if (p->pos.y > SCREEN_H) {
p->vel.y = 0;
p->pos.y = SCREEN_H;
}
}
int physics(Point *p, Point *n) { int physics(Point *p, Point *n) {
Vector2 d = (Vector2){(n->pos.x - p->pos.x), (n->pos.y - p->pos.y)}; Vector2 d = (Vector2){(n->pos.x - p->pos.x), (n->pos.y - p->pos.y)};
Vector2 f = mul(normalize(d), t * (magnitude(d) - distance)); Vector2 f = mul(normalize(d), TENSION * (magnitude(d) - DISTANCE));
p->vel.x += f.x; p->vel.x += f.x * ELASTICITY;
p->vel.y += f.y; p->vel.y += f.y * ELASTICITY;
} }
@ -82,12 +111,16 @@ int draw(void) {
physics(p, m); physics(p, m);
} }
p->vel.y -= GRAVITY;
clampInPlace(p);
p->pos.x += p->vel.x; p->pos.x += p->vel.x;
p->pos.y += p->vel.y; p->pos.y += p->vel.y;
if (IsMouseButtonDown(0)) { if (IsMouseButtonDown(0)) {
if (distanceSquared(p->pos, mouse) < radius*radius) { if (distanceSquared(p->pos, mouse) < RADIUS*RADIUS) {
holding = i; holding = i;
p->vel.x = 0;
p->vel.y = 0;
} }
} else { } else {
holding = -1; holding = -1;
@ -102,10 +135,21 @@ int draw(void) {
Point *p = &points[i]; Point *p = &points[i];
if (i+1 < count) { if (i+1 < count) {
Point *n = &points[(i+1)]; Point *n = &points[(i+1)];
DrawLineEx(p->pos, n->pos, radius / 2, DARKGRAY); DrawLineEx(p->pos, n->pos, RADIUS, DARKGRAY);
} }
#if VISIBLE_DOTS
DrawCircle(p->pos.x, p->pos.y, radius, DARKGRAY); Color color;
#if HIGHLIGHT_ENDS
if (i == 0 || i == POINTS - 1) {
color = RED;
} else {
color = GRAY;
}
#else
color = DARKGRAY;
#endif
DrawCircle(p->pos.x, p->pos.y, RADIUS, color);
#endif
} }
@ -113,8 +157,6 @@ int draw(void) {
} }
int main(void) { int main(void) {
InitWindow(size[0], size[1], "Rope"); InitWindow(size[0], size[1], "Rope");
SetTargetFPS(60); SetTargetFPS(60);