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libsdlgame/demo/frictionball/cpp/demo.cpp

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/*
* This demo expands on the bouncingball demo to show how you can integrate simple physics to create a
* more realistic bouncing effect, and bring the ball to a halt
*/
#include <libsdlgame/libsdlgame.h>
int main(int argc, char *argv[])
{
Display2D display = Display2D();
Game &myGame = Game::NewSingleton();
Animation *anim = NULL;
Actor ball;
SpriteStrip *strip = NULL;
float gravity = 0.1;
unsigned int lastTimer = 0;
Vector actorPos;
Vector actorVel;
myGame.initSDL();
myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE);
display.setActive(1);
myGame.windows.push_back(&display);
strip = myGame.newSpriteStrip("ball");
strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0});
anim = myGame.newAnimation("ball");
anim->setStrip(strip, 0, 0, (Vector){0,0,0});
ball.addAnimation(anim, STATE_DEFAULT);
ball.setState(STATE_MOVERIGHT | STATE_MOVEUP);
ball.setPosition((Vector){320,240,0});
ball.setVelocity((Vector){-1, 0, 0});
display.addActor(&ball, LAYER_SPRITE1);
lastTimer = SDL_GetTicks();
myGame.lockFPS(60);
while ( 1 ) {
actorPos = ball.getPosition();
actorVel = ball.getVelocity();
/* this is what does the bounce */
if ( actorPos.y > (480 - ball.nextFrame()->h) ) {
// if the velocity is low enough, then we just stop the ball so that it will roll
// smoothly along the floor of the window
if ( actorVel.y < .01 && actorVel.y > -.01 ) {
actorVel.y = 0;
} else {
// if the velocity is still significant, then we reverse it to create the bounce
// but since real balls don't bounce quite as high as they did initially, when dropped
// so we do a primitive modification of the velocity to inroduce something similar to
// friction physics (see the "physics" demos for ACTUAL physics)
// The friction numbers here are arbitrary, and were used because they made sense in the
// demo, you can change the friction for some pretty different effects.
actorVel.y = -(actorVel.y) - 1;
// this is friction applied to the X axis to stop the ball's movement eventually
if ( actorVel.x < .01 && actorVel.x > -.01 ) {
actorVel.x = 0;
} else {
if ( actorVel.x > 0 ) {
actorVel.x -= .1;
} else {
actorVel.x += .1;
}
}
}
actorPos.y = (480 - ball.nextFrame()->h);
ball.setPosition(actorPos);
}
if ( ((actorPos.x + ball.nextFrame()->w) >= 640) || actorPos.x < 0 ) {
actorVel.x = -(actorVel.x);
}
// -- end of bouncing
if ( actorPos.x >= 640 ) {
break;
}
if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) {
actorVel.y -= gravity;
ball.setVelocity(actorVel);
lastTimer = SDL_GetTicks();
}
myGame.update();
if ( myGame.keyHeldDown(SDLK_ESCAPE) ) {
break;
}
myGame.finishFrame();
}
return 0;
}