/******************************************************************************************* * * raylib [models] example - first person maze * * Example originally created with raylib 2.5, last time updated with raylib 3.5 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2019-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include // Required for: free() //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 0.2f, 0.4f, 0.2f }; // Camera position camera.target = (Vector3){ 0.185f, 0.4f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM) Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f }); Model model = LoadModelFromMesh(mesh); // NOTE: By default each cube is mapped to one part of texture atlas Texture2D texture = LoadTexture("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 = LoadImageColors(imMap); UnloadImage(imMap); // Unload image from RAM Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- Vector3 oldCamPos = camera.position; // Store old camera position UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Check player collision (we simplify to 2D collision detection) Vector2 playerPos = { camera.position.x, camera.position.z }; float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision) int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f); int playerCellY = (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 (CheckCollisionCircleRec(playerPos, 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(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map EndMode3D(); DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 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 UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture UnloadModel(model); // Unload map model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }