ball physics
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//! raylib [shapes] example - ball physics
//!
//! Zig-API translation of examples/shapes/shapes_ball_physics.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2025 David Buzatto (@davidbuzatto)
const std = @import("std");
const rl = @import("raylib");
const rm = rl.math;
const max_balls = 5000; // Maximum quantity of balls
const Ball = struct {
position: rl.Vector2,
speed: rl.Vector2,
prev_position: rl.Vector2 = .{ .x = 0, .y = 0 },
radius: f32,
friction: f32 = 0.99,
elasticity: f32 = 0.9,
color: rl.Color,
grabbed: bool = false,
};
fn randomFloat(min: i32, max: i32) f32 {
return @floatFromInt(rl.getRandomValue(min, max));
}
fn randomByte() u8 {
return @intCast(rl.getRandomValue(0, 255));
}
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shapes] example - ball physics");
defer rl.closeWindow(); // Close window and OpenGL context
const ball_storage = try std.heap.page_allocator.alloc(Ball, max_balls);
defer std.heap.page_allocator.free(ball_storage);
// Init first ball in the array
ball_storage[0] = .{
.position = .{
.x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0,
.y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0,
},
.speed = .{ .x = 200, .y = 200 },
.radius = 40,
.color = .blue,
};
var ball_count: usize = 1;
var grabbed_ball: ?*Ball = null; // The ball currently grabbed
var press_offset: rl.Vector2 = .{ .x = 0, .y = 0 }; // Mouse press offset relative to the grabbed ball
var gravity: f32 = 100; // World gravity
var window_position = rl.getWindowPosition();
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
const delta = rl.getFrameTime();
const mouse_pos = rl.getMousePosition();
// Checks if a ball was grabbed (topmost first)
if (rl.isMouseButtonPressed(.left)) {
var i = ball_count;
while (i > 0) {
i -= 1;
const ball = &ball_storage[i];
press_offset.x = mouse_pos.x - ball.position.x;
press_offset.y = mouse_pos.y - ball.position.y;
// If the distance between the ball position and the mouse press position
// is less than or equal to the ball radius, the event occurred inside the ball
if (std.math.hypot(@as(f64, press_offset.x), @as(f64, press_offset.y)) <= ball.radius) {
ball.grabbed = true;
grabbed_ball = ball;
break;
}
}
}
// Releases any ball the was grabbed
if (rl.isMouseButtonReleased(.left)) {
if (grabbed_ball) |ball| {
ball.grabbed = false;
grabbed_ball = null;
}
}
// Creates a new ball
if (rl.isMouseButtonPressed(.right) or (rl.isKeyDown(.left_control) and rl.isMouseButtonDown(.right))) {
if (ball_count < max_balls) {
const speed_x = randomFloat(-300, 300);
const speed_y = randomFloat(-300, 300);
const radius = 20.0 + randomFloat(0, 30);
const r = randomByte();
const g = randomByte();
const b = randomByte();
ball_storage[ball_count] = .{
.position = mouse_pos,
.speed = .{ .x = speed_x, .y = speed_y },
.radius = radius,
.color = .{ .r = r, .g = g, .b = b, .a = 255 },
};
ball_count += 1;
}
}
const balls = ball_storage[0..ball_count];
// Get window position change for shaking
const window_position_delta = rm.vector2Subtract(window_position, rl.getWindowPosition());
if (rm.vector2Length(window_position_delta) > 5.0) {
for (balls) |*ball| {
if (!ball.grabbed) ball.speed = rm.vector2Add(ball.speed, rm.vector2Scale(window_position_delta, 10.0));
}
}
// Shake balls
if (rl.isMouseButtonPressed(.middle)) {
for (balls) |*ball| {
if (!ball.grabbed) {
const x = randomFloat(-2000, 2000);
const y = randomFloat(-2000, 2000);
ball.speed = .{ .x = x, .y = y };
}
}
}
// Changes gravity
gravity += rl.getMouseWheelMove() * 5;
// Updates each ball state
for (balls) |*ball| {
if (!ball.grabbed) {
// Ball repositioning using the velocity
ball.position.x += ball.speed.x * delta;
ball.position.y += ball.speed.y * delta;
// Does the ball hit the screen right boundary?
if (ball.position.x + ball.radius >= screen_width) {
ball.position.x = screen_width - ball.radius; // Ball repositioning
ball.speed.x = -ball.speed.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.position.x - ball.radius <= 0) {
ball.position.x = ball.radius;
ball.speed.x = -ball.speed.x * ball.elasticity;
}
// The same for y axis
if (ball.position.y + ball.radius >= screen_height) {
ball.position.y = screen_height - ball.radius;
ball.speed.y = -ball.speed.y * ball.elasticity;
} else if (ball.position.y - ball.radius <= 0) {
ball.position.y = ball.radius;
ball.speed.y = -ball.speed.y * ball.elasticity;
}
// Friction makes the ball lose 1% of its velocity each frame
ball.speed.x = ball.speed.x * ball.friction;
// Gravity affects only the y axis
ball.speed.y = ball.speed.y * ball.friction + gravity;
} else {
// Ball repositioning using the mouse position
ball.position.x = mouse_pos.x - press_offset.x;
ball.position.y = mouse_pos.y - press_offset.y;
// While the ball is grabbed, recalculates its velocity
ball.speed.x = (ball.position.x - ball.prev_position.x) / delta;
ball.speed.y = (ball.position.y - ball.prev_position.y) / delta;
ball.prev_position = ball.position;
}
}
window_position = rl.getWindowPosition();
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
for (balls) |ball| {
rl.drawCircleV(ball.position, ball.radius, ball.color);
rl.drawCircleLinesV(ball.position, ball.radius, .black);
}
rl.drawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, .dark_gray);
rl.drawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, .dark_gray);
rl.drawText("use mouse wheel to change gravity", 10, 50, 10, .dark_gray);
rl.drawText("middle click to shake", 10, 70, 10, .dark_gray);
rl.drawText(rl.textFormat("BALL COUNT: {d}", .{ball_count}), 10, rl.getScreenHeight() - 70, 20, .black);
rl.drawText(rl.textFormat("GRAVITY: {d:.2}", .{gravity}), 10, rl.getScreenHeight() - 40, 20, .black);
}
}/*******************************************************************************************
*
* raylib [shapes] example - ball physics
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* 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 "raylib.h"
#include "raymath.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: hypot()
#define MAX_BALLS 5000 // Maximum quantity of balls
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Ball data type
typedef struct Ball {
Vector2 position;
Vector2 speed;
Vector2 prevPosition;
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 - ball physics");
Ball *balls = (Ball*)RL_MALLOC(sizeof(Ball)*MAX_BALLS);
// Init first ball in the array
balls[0] = (Ball){
.position = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
.speed = { 200, 200 },
.prevPosition = { 0 },
.radius = 40,
.friction = 0.99f,
.elasticity = 0.9f,
.color = BLUE,
.grabbed = false
};
int ballCount = 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
Vector2 windowPosition = GetWindowPosition();
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 = ballCount - 1; i >= 0; i--)
{
Ball *ball = &balls[i];
pressOffset.x = mousePos.x - ball->position.x;
pressOffset.y = mousePos.y - ball->position.y;
// If the distance between the ball position and the mouse press position
// is less than or equal to the ball radius, the event occurred 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 (ballCount < MAX_BALLS)
{
balls[ballCount++] = (Ball){
.position = mousePos,
.speed = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
.prevPosition = { 0 },
.radius = 20.0f + (float)GetRandomValue(0, 30),
.friction = 0.99f,
.elasticity = 0.9f,
.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
.grabbed = false
};
}
}
// Get window position change for shaking
Vector2 windowPositionDelta = Vector2Subtract(windowPosition, GetWindowPosition());
if (Vector2Length(windowPositionDelta) > 5.0f)
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].speed = Vector2Add(balls[i].speed, Vector2Scale(windowPositionDelta, 10.0f));
}
}
// Shake balls
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
{
for (int i = 0; i < ballCount; i++)
{
if (!balls[i].grabbed) balls[i].speed = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
}
}
// Changes gravity
gravity += GetMouseWheelMove()*5;
// Updates each ball state
for (int i = 0; i < ballCount; i++)
{
Ball *ball = &balls[i];
// The ball is not grabbed
if (!ball->grabbed)
{
// Ball repositioning using the velocity
ball->position.x += ball->speed.x * delta;
ball->position.y += ball->speed.y * delta;
// Does the ball hit the screen right boundary?
if ((ball->position.x + ball->radius) >= screenWidth)
{
ball->position.x = screenWidth - ball->radius; // Ball repositioning
ball->speed.x = -ball->speed.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->position.x - ball->radius) <= 0)
{
ball->position.x = ball->radius;
ball->speed.x = -ball->speed.x*ball->elasticity;
}
// The same for y axis
if ((ball->position.y + ball->radius) >= screenHeight)
{
ball->position.y = screenHeight - ball->radius;
ball->speed.y = -ball->speed.y*ball->elasticity;
}
else if ((ball->position.y - ball->radius) <= 0)
{
ball->position.y = ball->radius;
ball->speed.y = -ball->speed.y*ball->elasticity;
}
// Friction makes the ball lose 1% of its velocity each frame
ball->speed.x = ball->speed.x*ball->friction;
// Gravity affects only the y axis
ball->speed.y = ball->speed.y*ball->friction + gravity;
}
else
{
// Ball repositioning using the mouse position
ball->position.x = mousePos.x - pressOffset.x;
ball->position.y = mousePos.y - pressOffset.y;
// While the ball is grabbed, recalculates its velocity
ball->speed.x = (ball->position.x - ball->prevPosition.x)/delta;
ball->speed.y = (ball->position.y - ball->prevPosition.y)/delta;
ball->prevPosition = ball->position;
}
}
windowPosition = GetWindowPosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < ballCount; i++)
{
DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
DrawCircleLinesV(balls[i].position, balls[i].radius, BLACK);
}
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, DARKGRAY);
DrawText("use mouse wheel to change gravity", 10, 50, 10, DARKGRAY);
DrawText("middle click to shake", 10, 70, 10, DARKGRAY);
DrawText(TextFormat("BALL COUNT: %d", ballCount), 10, GetScreenHeight() - 70, 20, BLACK);
DrawText(TextFormat("GRAVITY: %.2f", gravity), 10, GetScreenHeight() - 40, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
RL_FREE(balls);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.