/******************************************************************************************* * * raylib [models] example - first person maze * * This example has been created using raylib 2.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2019 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib-cpp.hpp" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; raylib::Window window(screenWidth, screenHeight, "raylib [models] example - first person maze"); // Define the camera to look into our 3d world raylib::Camera camera({ 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f); raylib::Image imMap("resources/cubicmap.png"); // Load cubicmap image (RAM) raylib::Texture cubicmap(imMap); // Convert image to texture to display (VRAM) Mesh mesh = raylib::Mesh::Cubicmap(imMap, Vector3{ 1.0f, 1.0f, 1.0f }); raylib::Model model(mesh); // NOTE: By default each cube is mapped to one part of texture atlas raylib::Texture texture("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 = imMap.LoadColors(); imMap.Unload(); // Unload image from RAM raylib::Vector3 mapPosition(-16.0f, 0.0f, -8.0f); // Set model position raylib::Vector3 playerPosition(camera.position); // Set player position SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!window.ShouldClose()) { // Detect window close button or ESC key // Update //---------------------------------------------------------------------------------- raylib::Vector3 oldCamPos(camera.position); // Store old camera position camera.Update(CAMERA_FIRST_PERSON); // Update camera // Check player collision (we simplify to 2D collision detection) raylib::Vector2 playerPos(camera.position.x, camera.position.z); float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision) int playerCellX = static_cast(playerPos.x - mapPosition.x + 0.5f); int playerCellY = static_cast(playerPos.y - mapPosition.z + 0.5f); // Out-of-limits security check if (playerCellX < 0) playerCellX = 0; else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1; if (playerCellY < 0) playerCellY = 0; else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1; // 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 (playerPos.CheckCollisionCircle(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(); { window.ClearBackground(RAYWHITE); camera.BeginMode(); { model.Draw(mapPosition); // Draw maze map // playerPosition.DrawCube((Vector3){ 0.2f, 0.4f, 0.2f }, RED); // Draw player } camera.EndMode(); cubicmap.Draw(Vector2{ static_cast(GetScreenWidth() - cubicmap.width*4 - 20), 20 }, 0.0f, 4.0f, WHITE); DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN); // Draw player position radar DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED); DrawFPS(10, 10); } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadImageColors(mapPixels); // Unload color array //---------------------------------------------------------------------------------- return 0; }