2
0
mirror of https://github.com/raylib-cs/raylib-cs synced 2025-07-02 19:13:43 -04:00

Update enum/color names to match C# naming convention (#224)

This commit is contained in:
Danil
2024-01-18 21:00:57 +02:00
committed by GitHub
parent 2a1889403d
commit 70d86837d4
123 changed files with 1843 additions and 1847 deletions

View File

@ -31,7 +31,7 @@ public class FirstPersonMaze
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
camera.Projection = CameraProjection.Perspective;
Image imMap = LoadImage("resources/cubicmap.png");
Texture2D cubicmap = LoadTextureFromImage(imMap);
@ -42,7 +42,7 @@ public class FirstPersonMaze
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
// Set map diffuse texture
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
// Get map image data to be used for collision detection
Color* mapPixels = LoadImageColors(imMap);
@ -61,7 +61,7 @@ public class FirstPersonMaze
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.Position;
UpdateCamera(ref camera, CameraMode.CAMERA_FIRST_PERSON);
UpdateCamera(ref camera, CameraMode.FirstPerson);
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = new(camera.Position.X, camera.Position.Z);
@ -120,18 +120,18 @@ public class FirstPersonMaze
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RAYWHITE);
ClearBackground(Color.RayWhite);
// Draw maze map
BeginMode3D(camera);
DrawModel(model, mapPosition, 1.0f, Color.WHITE);
DrawModel(model, mapPosition, 1.0f, Color.White);
EndMode3D();
DrawTextureEx(cubicmap, new Vector2(GetScreenWidth() - cubicmap.Width * 4 - 20, 20), 0.0f, 4.0f, Color.WHITE);
DrawRectangleLines(GetScreenWidth() - cubicmap.Width * 4 - 20, 20, cubicmap.Width * 4, cubicmap.Height * 4, Color.GREEN);
DrawTextureEx(cubicmap, new Vector2(GetScreenWidth() - cubicmap.Width * 4 - 20, 20), 0.0f, 4.0f, Color.White);
DrawRectangleLines(GetScreenWidth() - cubicmap.Width * 4 - 20, 20, cubicmap.Width * 4, cubicmap.Height * 4, Color.Green);
// Draw player position radar
DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.RED);
DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.Red);
DrawFPS(10, 10);