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			77 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [core] example - World to screen
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*
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*   This example has been created using raylib 1.3 (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) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    int screenWidth = 800;
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    int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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    // Define the camera to look into our 3d world
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    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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    Vector2 cubeScreenPosition;
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    SetCameraMode(CAMERA_FREE);         // Set a free camera mode
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    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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    SetCameraTarget(camera.target);     // Set internal camera target to match our camera target
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    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
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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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        UpdateCamera(&camera);          // Update internal camera and our camera
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        // Calculate cube screen space position (with a little offset to be in top)
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        cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
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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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            Begin3dMode(camera);
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                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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                DrawGrid(10, 1.0f);
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            End3dMode();
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            DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
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            DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
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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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    CloseWindow();        // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |