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- /*******************************************************************************************
- *
- * raylib [models] example - first person maze
- *
- * Example originally created with raylib 2.5, last time updated with raylib 3.5
- *
- * 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) 2019-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include <stdlib.h> // Required for: free()
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 0.2f, 0.4f, 0.2f }; // Camera position
- camera.target = (Vector3){ 0.185f, 0.4f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
- Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
- Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
- Model model = LoadModelFromMesh(mesh);
-
- // NOTE: By default each cube is mapped to one part of texture atlas
- Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
-
- // Get map image data to be used for collision detection
- Color *mapPixels = LoadImageColors(imMap);
- UnloadImage(imMap); // Unload image from RAM
-
- Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
-
- DisableCursor(); // Limit cursor to relative movement inside the window
-
- 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
- //----------------------------------------------------------------------------------
- Vector3 oldCamPos = camera.position; // Store old camera position
-
- UpdateCamera(&camera, CAMERA_FIRST_PERSON);
-
- // Check player collision (we simplify to 2D collision detection)
- Vector2 playerPos = { camera.position.x, camera.position.z };
- float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
-
- int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
- int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
-
- // Out-of-limits security check
- if (playerCellX < 0) playerCellX = 0;
- else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
-
- if (playerCellY < 0) playerCellY = 0;
- else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
-
- // Check map collisions using image data and player position
- // TODO: Improvement: Just check player surrounding cells for collision
- for (int y = 0; y < cubicmap.height; y++)
- {
- for (int x = 0; x < cubicmap.width; x++)
- {
- if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
- (CheckCollisionCircleRec(playerPos, playerRadius,
- (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
- {
- // Collision detected, reset camera position
- camera.position = oldCamPos;
- }
- }
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
- DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
- EndMode3D();
-
- DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
- DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
-
- // Draw player position radar
- DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadImageColors(mapPixels); // Unload color array
-
- UnloadTexture(cubicmap); // Unload cubicmap texture
- UnloadTexture(texture); // Unload map texture
- UnloadModel(model); // Unload map model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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