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			133 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - first person maze
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*
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*   Example originally created with raylib 2.5, last time updated with raylib 3.5
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2019-2024 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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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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 };
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    camera.position = (Vector3){ 0.2f, 0.4f, 0.2f };    // Camera position
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    camera.target = (Vector3){ 0.185f, 0.4f, 0.0f };    // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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    camera.fovy = 45.0f;                                // Camera field-of-view Y
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    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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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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    DisableCursor();                // Limit cursor to relative movement inside the window
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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, CAMERA_FIRST_PERSON);
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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*4.0f - 20, 20.0f }, 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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