Merge pull request #162 from mwr0007/master

Add models_first_person_maze example from Raylib base repo
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Milan Nikolic 2022-01-04 19:59:17 +01:00 committed by GitHub
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/*******************************************************************************************
*
* raylib [models] example - first person maze
*
* This example has been created using raylib-go v0.0.0-20220104071325-2f072dc2d259 (https://github.com/gen2brain/raylib-go)
* raylib-go is licensed under an unmodified zlib/libpng license (https://github.com/gen2brain/raylib-go/blob/master/LICENSE)
*
* Original C version for Raylib 2.5 Copyright (c) 2019 Ramon Santamaria (@raysan5)
* Converted to Go by Michael Redman January 4, 2022
*
********************************************************************************************/
package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
// Initialization
//--------------------------------------------------------------------------------------
var screenWidth int32 = 800
var screenHeight int32 = 450
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze")
// Define the camera to look into our 3d world
camera := rl.Camera{}
camera.Position = rl.NewVector3(0.2, 0.4, 0.2)
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 45.0
camera.Projection = rl.CameraPerspective
imMap := rl.LoadImage("cubicmap.png") // Load cubicmap image (RAM)
cubicmap := rl.LoadTextureFromImage(imMap) // Convert image to texture to display (VRAM)
mesh := rl.GenMeshCubicmap(*imMap, rl.NewVector3(1.0, 1.0, 1.0))
model := rl.LoadModelFromMesh(mesh)
// NOTE: By default each cube is mapped to one part of texture atlas
texture := rl.LoadTexture("cubicmap_atlas.png") // load map texture
model.Materials.GetMap(rl.MapDiffuse).Texture = texture // Set map diffuse texture
// Get map image data to be used for collision detectio
mapPixels := rl.LoadImageColors(imMap)
rl.UnloadImage(imMap) // Unload image from RAM
mapPosition := rl.NewVector3(-16.0, 0.0, -8.0) // Set model position
rl.SetCameraMode(camera, rl.CameraFirstPerson) // Set camera mode
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
oldCamPos := camera.Position // Store old camera position
rl.UpdateCamera(&camera) // Update camera
// Check player collision (we simplify to 2D collision detection)
playerPos := rl.NewVector2(camera.Position.X, camera.Position.Z)
playerRadius := 0.1 // Collision radius (player is modelled as a cylinder for collision)
playerCellX := (int)(playerPos.X - mapPosition.X + 0.5)
playerCellY := (int)(playerPos.Y - mapPosition.Z + 0.5)
// Out-of-limits security check
if playerCellX < 0 {
playerCellX = 0
} else if playerCellX >= int(cubicmap.Width) {
playerCellX = int(cubicmap.Width) - 1
}
if playerCellY < 0 {
playerCellY = 0
} else if playerCellY >= int(cubicmap.Height) {
playerCellY = int(cubicmap.Height) - 1
}
// Check map collisions using image data and player position
// TODO: Improvement: Just check player surrounding cells for collision
for y := 0; y < int(cubicmap.Height); y++ {
for x := 0; x < int(cubicmap.Width); x++ {
// Collision: white pixel, only check R channel
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))) {
// Collision detected, reset camera position
camera.Position = oldCamPos
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
rl.DrawModel(model, mapPosition, 1.0, rl.White) // Draw maze map
rl.EndMode3D()
rl.DrawTextureEx(cubicmap, rl.NewVector2(float32(rl.GetScreenWidth())-float32(cubicmap.Width)*4.0-20, 20.0), 0.0, 4.0, rl.White)
rl.DrawRectangleLines(int32(rl.GetScreenWidth())-cubicmap.Width*4-20, 20, cubicmap.Width*4, cubicmap.Height*4, rl.Green)
// Draw player position radar
rl.DrawRectangle(int32(rl.GetScreenWidth()-int(cubicmap.Width*4)-20+(playerCellX*4)), int32(20+playerCellY*4), 4, 4, rl.Red)
rl.DrawFPS(10, 10)
rl.EndDrawing()
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
rl.UnloadTexture(cubicmap) // Unload cubicmap texture
rl.UnloadTexture(texture) // Unload map texture
rl.UnloadModel(model) // Unload map model
rl.CloseWindow() // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}