|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [models] example - first person maze | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2019-2025 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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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 | 
						
						
							|  |     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); | 
						
						
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							|  |     // 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); | 
						
						
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							|  |         // 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); | 
						
						
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							|  |         // Out-of-limits security check | 
						
						
							|  |         if (playerCellX < 0) playerCellX = 0; | 
						
						
							|  |         else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1; | 
						
						
							|  | 
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							|  |         if (playerCellY < 0) playerCellY = 0; | 
						
						
							|  |         else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1; | 
						
						
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							|  |         // 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(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginMode3D(camera); | 
						
						
							|  |                 DrawModel(model, mapPosition, 1.0f, WHITE);                     // Draw maze map | 
						
						
							|  |             EndMode3D(); | 
						
						
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							|  |             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); | 
						
						
							|  | 
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							|  |             // Draw player position radar | 
						
						
							|  |             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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							|  |     // 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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