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			@ -23,16 +23,19 @@ int main() | 
			
		
		
	
		
			
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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 image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM) | 
			
		
		
	
		
			
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			    Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM) | 
			
		
		
	
		
			
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			    Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f }); | 
			
		
		
	
		
			
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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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			    UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM | 
			
		
		
	
		
			
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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[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 = GetImageData(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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			    Vector3 playerPosition = camera.position;       // Set player position | 
			
		
		
	
		
			
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			@ -46,7 +49,39 @@ int main() | 
			
		
		
	
		
			
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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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			@ -64,6 +99,9 @@ int main() | 
			
		
		
	
		
			
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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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			@ -73,6 +111,8 @@ int main() | 
			
		
		
	
		
			
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			    // De-Initialization | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    free(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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