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			127 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [models] example - first person maze
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| *
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| *   This example has been created using raylib 2.5 (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) 2019 Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #include <stdlib.h>           // Required for: free()
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     SetCameraMode(camera, CAMERA_FIRST_PERSON);     // Set camera mode
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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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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| 
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|         UpdateCamera(&camera);      // Update camera
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             BeginMode3D(camera);
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| 
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|                 DrawModel(model, mapPosition, 1.0f, WHITE);                     // Draw maze map
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|                 //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED);  // Draw player
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| 
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|             EndMode3D();
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| 
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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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| 
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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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| 
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|             DrawFPS(10, 10);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     free(mapPixels);            // Unload color array
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| 
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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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| 
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|     CloseWindow();              // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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