01e28263be
Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
123 lines
5.2 KiB
C
123 lines
5.2 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - first person maze
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: free()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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// Define the camera to look into our 3d world
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Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
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Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
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Model model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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// Get map image data to be used for collision detection
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Color *mapPixels = LoadImageColors(imMap);
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UnloadImage(imMap); // Unload image from RAM
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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Vector3 oldCamPos = camera.position; // Store old camera position
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UpdateCamera(&camera); // Update camera
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// Check player collision (we simplify to 2D collision detection)
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Vector2 playerPos = { camera.position.x, camera.position.z };
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float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
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int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
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int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
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// Out-of-limits security check
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if (playerCellX < 0) playerCellX = 0;
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else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
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if (playerCellY < 0) playerCellY = 0;
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else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
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// Check map collisions using image data and player position
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// TODO: Improvement: Just check player surrounding cells for collision
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for (int y = 0; y < cubicmap.height; y++)
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{
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for (int x = 0; x < cubicmap.width; x++)
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{
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if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
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(CheckCollisionCircleRec(playerPos, playerRadius,
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(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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{
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// Collision detected, reset camera position
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camera.position = oldCamPos;
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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// Draw player position radar
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DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadImageColors(mapPixels); // Unload color array
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UnloadTexture(cubicmap); // Unload cubicmap texture
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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