1/*******************************************************************************************
2*
3* raylib [models] example - first person maze
4*
5* This example has been created using raylib 2.5 (www.raylib.com)
6* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7*
8* Copyright (c) 2019 Ramon Santamaria (@raysan5)
9*
10********************************************************************************************/
11
12#include "raylib.h"
13
14#include <stdlib.h> // Required for: free()
15
16int main(void)
17{
18 // Initialization
19 //--------------------------------------------------------------------------------------
20 const int screenWidth = 800;
21 const int screenHeight = 450;
22
23 InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
24
25 // Define the camera to look into our 3d world
26 Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
27
28 Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
29 Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
30 Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
31 Model model = LoadModelFromMesh(mesh);
32
33 // NOTE: By default each cube is mapped to one part of texture atlas
34 Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
35 model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
36
37 // Get map image data to be used for collision detection
38 Color *mapPixels = GetImageData(imMap);
39 UnloadImage(imMap); // Unload image from RAM
40
41 Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
42 Vector3 playerPosition = camera.position; // Set player position
43
44 SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
45
46 SetTargetFPS(60); // Set our game to run at 60 frames-per-second
47 //--------------------------------------------------------------------------------------
48
49 // Main game loop
50 while (!WindowShouldClose()) // Detect window close button or ESC key
51 {
52 // Update
53 //----------------------------------------------------------------------------------
54 Vector3 oldCamPos = camera.position; // Store old camera position
55
56 UpdateCamera(&camera); // Update camera
57
58 // Check player collision (we simplify to 2D collision detection)
59 Vector2 playerPos = { camera.position.x, camera.position.z };
60 float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
61
62 int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
63 int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
64
65 // Out-of-limits security check
66 if (playerCellX < 0) playerCellX = 0;
67 else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
68
69 if (playerCellY < 0) playerCellY = 0;
70 else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
71
72 // Check map collisions using image data and player position
73 // TODO: Improvement: Just check player surrounding cells for collision
74 for (int y = 0; y < cubicmap.height; y++)
75 {
76 for (int x = 0; x < cubicmap.width; x++)
77 {
78 if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
79 (CheckCollisionCircleRec(playerPos, playerRadius,
80 (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
81 {
82 // Collision detected, reset camera position
83 camera.position = oldCamPos;
84 }
85 }
86 }
87 //----------------------------------------------------------------------------------
88
89 // Draw
90 //----------------------------------------------------------------------------------
91 BeginDrawing();
92
93 ClearBackground(RAYWHITE);
94
95 BeginMode3D(camera);
96
97 DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
98 //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED); // Draw player
99
100 EndMode3D();
101
102 DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
103 DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
104
105 // Draw player position radar
106 DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
107
108 DrawFPS(10, 10);
109
110 EndDrawing();
111 //----------------------------------------------------------------------------------
112 }
113
114 // De-Initialization
115 //--------------------------------------------------------------------------------------
116 free(mapPixels); // Unload color array
117
118 UnloadTexture(cubicmap); // Unload cubicmap texture
119 UnloadTexture(texture); // Unload map texture
120 UnloadModel(model); // Unload map model
121
122 CloseWindow(); // Close window and OpenGL context
123 //--------------------------------------------------------------------------------------
124
125 return 0;
126}
127