browser/external/raylib-cpp-4.5.1/examples/models/models_first_person_maze.cpp
2023-09-27 15:02:24 -04:00

119 lines
5.1 KiB
C++

/*******************************************************************************************
*
* 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<int>(playerPos.x - mapPosition.x + 0.5f);
int playerCellY = static_cast<int>(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<float>(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;
}