WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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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 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Copyright (c) 2019 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 2.5, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class FirstPersonMaze
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public unsafe partial class FirstPersonMaze : IExample
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{
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public unsafe static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Models / First Person Maze";
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public string Title => "raylib [models] example - first person maze";
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public bool CursorDisabled => true;
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private Camera3D camera;
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private Texture2D cubicmap;
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private Texture2D texture;
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private Model model;
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private Color* mapPixels;
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private Vector3 mapPosition;
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public void Init()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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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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Camera3D camera = new();
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camera.Position = new Vector3(0.2f, 0.4f, 0.2f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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camera = new();
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camera.Position = new Vector3(0.2f, 0.4f, 0.2f); // Camera position
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camera.Target = new Vector3(0.185f, 0.4f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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Image imMap = LoadImage("resources/cubicmap.png");
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Texture2D cubicmap = LoadTextureFromImage(imMap);
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Mesh mesh = GenMeshCubicmap(imMap, new Vector3(1.0f, 1.0f, 1.0f));
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Model model = LoadModelFromMesh(mesh);
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var imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
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var mesh = GenMeshCubicmap(imMap, new Vector3(1.0f, 1.0f, 1.0f));
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model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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// Set map diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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// Get map image data to be used for collision detection
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Color* mapPixels = LoadImageColors(imMap);
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UnloadImage(imMap);
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mapPixels = LoadImageColors(imMap);
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UnloadImage(imMap); // Unload image from RAM
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Vector3 mapPosition = new(-16.0f, 0.0f, -8.0f);
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Vector3 playerPosition = camera.Position;
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mapPosition = new(-16.0f, 0.0f, -8.0f); // Set model position
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}
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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var oldCamPos = camera.Position; // Store old camera position
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// Main game loop
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while (!WindowShouldClose())
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UpdateCamera(ref camera, CameraMode.FirstPerson);
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// Check player collision (we simplify to 2D collision detection)
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Vector2 playerPos = new(camera.Position.X, camera.Position.Z);
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var playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
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var playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
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var playerCellY = (int)(playerPos.Y - mapPosition.Z + 0.5f);
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// Out-of-limits security check
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if (playerCellX < 0)
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{
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// Update
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//----------------------------------------------------------------------------------
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Vector3 oldCamPos = camera.Position;
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playerCellX = 0;
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}
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else if (playerCellX >= cubicmap.Width)
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{
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playerCellX = cubicmap.Width - 1;
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}
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UpdateCamera(ref camera, CameraMode.FirstPerson);
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if (playerCellY < 0)
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{
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playerCellY = 0;
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}
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else if (playerCellY >= cubicmap.Height)
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{
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playerCellY = cubicmap.Height - 1;
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}
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// Check player collision (we simplify to 2D collision detection)
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Vector2 playerPos = new(camera.Position.X, camera.Position.Z);
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// Collision radius (player is modelled as a cilinder for collision)
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float playerRadius = 0.1f;
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int playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
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int playerCellY = (int)(playerPos.Y - mapPosition.Z + 0.5f);
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// Out-of-limits security check
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if (playerCellX < 0)
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// Check map collisions using image data and player position against surrounding cells only
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for (var y = playerCellY - 1; y <= playerCellY + 1; y++)
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{
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// Avoid map accessing out of bounds
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if ((y >= 0) && (y < cubicmap.Height))
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{
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playerCellX = 0;
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}
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else if (playerCellX >= cubicmap.Width)
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{
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playerCellX = cubicmap.Width - 1;
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}
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if (playerCellY < 0)
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{
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playerCellY = 0;
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}
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else if (playerCellY >= cubicmap.Height)
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{
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playerCellY = 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 (int y = 0; y < cubicmap.Height; y++)
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{
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for (int x = 0; x < cubicmap.Width; x++)
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for (var x = playerCellX - 1; x <= playerCellX + 1; x++)
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{
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Color* mapPixelsData = mapPixels;
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// Collision: Color.white pixel, only check R channel
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Rectangle rec = new(
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mapPosition.X - 0.5f + x * 1.0f,
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mapPosition.Z - 0.5f + y * 1.0f,
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1.0f,
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1.0f
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);
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bool collision = CheckCollisionCircleRec(playerPos, playerRadius, rec);
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if ((mapPixelsData[y * cubicmap.Width + x].R == 255) && collision)
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// NOTE: Collision: Only checking R channel for white pixel
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if (((x >= 0) && (x < cubicmap.Width)) &&
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(mapPixels[y * cubicmap.Width + x].R == 255) &&
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(CheckCollisionCircleRec(playerPos, playerRadius,
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new Rectangle(mapPosition.X - 0.5f + x * 1.0f, mapPosition.Z - 0.5f + y * 1.0f, 1.0f, 1.0f))))
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{
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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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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// Draw maze map
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, Color.White);
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EndMode3D();
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DrawTextureEx(cubicmap, new Vector2(GetScreenWidth() - cubicmap.Width * 4 - 20, 20), 0.0f, 4.0f, Color.White);
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DrawRectangleLines(GetScreenWidth() - cubicmap.Width * 4 - 20, 20, cubicmap.Width * 4, cubicmap.Height * 4, Color.Green);
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// Draw player position radar
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DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.Red);
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DrawFPS(10, 10);
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EndDrawing();
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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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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, Color.White); // Draw maze map
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EndMode3D();
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DrawTextureEx(cubicmap, new Vector2(GetScreenWidth() - cubicmap.Width * 4 - 20, 20), 0.0f, 4.0f, Color.White);
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DrawRectangleLines(GetScreenWidth() - cubicmap.Width * 4 - 20, 20, cubicmap.Width * 4, cubicmap.Height * 4, Color.Green);
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// Draw player position radar
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DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.Red);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadImageColors(mapPixels); // Unload color array
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UnloadTexture(cubicmap); // Unload cubicmap texture
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map model
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new FirstPersonMaze();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadImageColors(mapPixels);
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UnloadTexture(cubicmap);
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UnloadTexture(texture);
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UnloadModel(model);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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