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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
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tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/models/models_first_person_maze.c
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+/*******************************************************************************************
+*
+* 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) 2019-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // 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
+
+ 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;
+}