rremove prefix from example directory
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examples/models/first_person_maze/main.go
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examples/models/first_person_maze/main.go
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/*******************************************************************************************
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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-go v0.0.0-20220104071325-2f072dc2d259 (https://github.com/gen2brain/raylib-go)
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* raylib-go is licensed under an unmodified zlib/libpng license (https://github.com/gen2brain/raylib-go/blob/master/LICENSE)
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*
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* Original C version for Raylib 2.5 Copyright (c) 2019 Ramon Santamaria (@raysan5)
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* Converted to Go by Michael Redman January 4, 2022
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*
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********************************************************************************************/
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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// Initialization
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//--------------------------------------------------------------------------------------
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var screenWidth int32 = 800
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var screenHeight int32 = 450
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rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze")
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// Define the camera to look into our 3d world
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(0.2, 0.4, 0.2)
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camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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camera.Projection = rl.CameraPerspective
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imMap := rl.LoadImage("cubicmap.png") // Load cubicmap image (RAM)
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cubicmap := rl.LoadTextureFromImage(imMap) // Convert image to texture to display (VRAM)
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mesh := rl.GenMeshCubicmap(*imMap, rl.NewVector3(1.0, 1.0, 1.0))
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model := rl.LoadModelFromMesh(mesh)
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// NOTE: By default each cube is mapped to one part of texture atlas
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texture := rl.LoadTexture("cubicmap_atlas.png") // load map texture
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model.Materials.GetMap(rl.MapDiffuse).Texture = texture // Set map diffuse texture
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// Get map image data to be used for collision detectio
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mapPixels := rl.LoadImageColors(imMap)
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rl.UnloadImage(imMap) // Unload image from RAM
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mapPosition := rl.NewVector3(-16.0, 0.0, -8.0) // Set model position
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rl.SetCameraMode(camera, rl.CameraFirstPerson) // Set camera mode
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rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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for !rl.WindowShouldClose() { // Detect window close button or ESC key
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// Update
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//----------------------------------------------------------------------------------
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oldCamPos := camera.Position // Store old camera position
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rl.UpdateCamera(&camera) // Update camera
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// Check player collision (we simplify to 2D collision detection)
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playerPos := rl.NewVector2(camera.Position.X, camera.Position.Z)
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playerRadius := 0.1 // Collision radius (player is modelled as a cylinder for collision)
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playerCellX := (int)(playerPos.X - mapPosition.X + 0.5)
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playerCellY := (int)(playerPos.Y - mapPosition.Z + 0.5)
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// Out-of-limits security check
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if playerCellX < 0 {
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playerCellX = 0
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} else if playerCellX >= int(cubicmap.Width) {
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playerCellX = int(cubicmap.Width) - 1
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}
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if playerCellY < 0 {
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playerCellY = 0
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} else if playerCellY >= int(cubicmap.Height) {
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playerCellY = int(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 y := 0; y < int(cubicmap.Height); y++ {
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for x := 0; x < int(cubicmap.Width); x++ {
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// Collision: white pixel, only check R channel
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if mapPixels[y*int(cubicmap.Width)+x].R == 255 && (rl.CheckCollisionCircleRec(playerPos, float32(playerRadius), rl.NewRectangle(float32(mapPosition.X-0.5+float32(x)), float32(mapPosition.Z-0.5+float32(y)), 1.0, 1.0))) {
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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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// Draw
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//----------------------------------------------------------------------------------
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawModel(model, mapPosition, 1.0, rl.White) // Draw maze map
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rl.EndMode3D()
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rl.DrawTextureEx(cubicmap, rl.NewVector2(float32(rl.GetScreenWidth())-float32(cubicmap.Width)*4.0-20, 20.0), 0.0, 4.0, rl.White)
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rl.DrawRectangleLines(int32(rl.GetScreenWidth())-cubicmap.Width*4-20, 20, cubicmap.Width*4, cubicmap.Height*4, rl.Green)
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// Draw player position radar
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rl.DrawRectangle(int32(rl.GetScreenWidth()-int(cubicmap.Width*4)-20+(playerCellX*4)), int32(20+playerCellY*4), 4, 4, rl.Red)
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rl.DrawFPS(10, 10)
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rl.EndDrawing()
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rl.UnloadTexture(cubicmap) // Unload cubicmap texture
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rl.UnloadTexture(texture) // Unload map texture
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rl.UnloadModel(model) // Unload map model
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rl.CloseWindow() // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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