/******************************************************************************************* * * raylib [shapes] example - physics bouncing balls * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.5 * * Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2025 David Buzatto (@davidbuzatto) * ********************************************************************************************/ #include #include #include "raylib.h" #define MAX_BALLS 5000 // Maximum quantity of balls typedef struct Ball { Vector2 pos; // Position Vector2 vel; // Velocity Vector2 ppos; // Previous position float radius; float friction; float elasticity; Color color; bool grabbed; } Ball; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - physics bouncing balls"); Ball balls[MAX_BALLS] = {{ .pos = {GetScreenWidth()/2, GetScreenHeight()/2}, .vel = {200, 200}, .ppos = {0}, .radius = 40, .friction = 0.99, .elasticity = 0.9, .color = BLUE, .grabbed = false }}; int ballQuantity = 1; Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd float gravity = 100; // World gravity SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- float delta = GetFrameTime(); Vector2 mousePos = GetMousePosition(); // Checks if a ball was grabbed if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { for (int i = ballQuantity - 1; i >= 0; i--) { Ball *ball = &balls[i]; pressOffset.x = mousePos.x - ball->pos.x; pressOffset.y = mousePos.y - ball->pos.y; // If the distance between the ball position and the mouse press position // is less or equal the ball radius, the event occured inside the ball if (hypot(pressOffset.x, pressOffset.y) <= ball->radius) { ball->grabbed = true; grabbedBall = ball; break; } } } // Releases any ball the was grabbed if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) { if (grabbedBall != NULL) { grabbedBall->grabbed = false; grabbedBall = NULL; } } // Creates a new ball if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) || (IsKeyDown(KEY_LEFT_CONTROL) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT))) { if (ballQuantity < MAX_BALLS) { balls[ballQuantity++] = (Ball) { .pos = mousePos, .vel = {GetRandomValue(-300, 300), GetRandomValue(-300, 300)}, .ppos = {0}, .radius = 20 + GetRandomValue(0, 30), .friction = 0.99, .elasticity = 0.9, .color = {GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255}, .grabbed = false }; } } // Shake balls if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) { for (int i = 0; i < ballQuantity; i++) { Ball *ball = &balls[i]; if (!ball->grabbed) { ball->vel = (Vector2) {GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000)}; } } } // Changes gravity gravity += GetMouseWheelMove() * 5; // Updates each ball state for (int i = 0; i < ballQuantity; i++) { Ball *ball = &balls[i]; // The ball is not grabbed if (!ball->grabbed) { // Ball repositioning using the velocity ball->pos.x += ball->vel.x * delta; ball->pos.y += ball->vel.y * delta; // Does the ball hit the screen right boundary? if (ball->pos.x + ball->radius >= screenWidth) { ball->pos.x = screenWidth - ball->radius; // Ball repositioning ball->vel.x = -ball->vel.x * ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit } // Does the ball hit the screen left boundary? else if (ball->pos.x - ball->radius <= 0) { ball->pos.x = ball->radius; ball->vel.x = -ball->vel.x * ball->elasticity; } // The same for y axis if (ball->pos.y + ball->radius >= screenHeight) { ball->pos.y = screenHeight - ball->radius; ball->vel.y = -ball->vel.y * ball->elasticity; } else if (ball->pos.y - ball->radius <= 0) { ball->pos.y = ball->radius; ball->vel.y = -ball->vel.y * ball->elasticity; } // Friction makes the ball lose 1% of its velocity each frame ball->vel.x = ball->vel.x * ball->friction; // Gravity affects only the y axis ball->vel.y = ball->vel.y * ball->friction + gravity; } else { // Ball repositioning using the mouse position ball->pos.x = mousePos.x - pressOffset.x; ball->pos.y = mousePos.y - pressOffset.y; // While the ball is grabbed, recalculates its velocity ball->vel.x = (ball->pos.x - ball->ppos.x) / delta; ball->vel.y = (ball->pos.y - ball->ppos.y) / delta; ball->ppos = ball->pos; } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < ballQuantity; i++) { Ball *ball = &balls[i]; DrawCircleV(ball->pos, ball->radius, ball->color); DrawCircleLinesV(ball->pos, ball->radius, BLACK); } DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 20, DARKGRAY); DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 20, DARKGRAY); DrawText("use mouse wheel to change gravity", 10, 50, 20, DARKGRAY); DrawText("middle click to shake", 10, 70, 20, DARKGRAY); DrawText(TextFormat("ball quantity: %d", ballQuantity), 10, GetScreenHeight() - 55, 20, BLACK); DrawText(TextFormat("gravity: %.2f", gravity), 10, GetScreenHeight() - 35, 20, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }