/******************************************************************************************* * * raylib [core] example - world screen * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 1.3, last time updated with raylib 1.4 * * 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) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Core; public partial class WorldScreen : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Core / World to Screen"; public string Title => "raylib [core] example - world screen"; public bool CursorDisabled => true; private Camera3D camera; private Vector3 cubePosition; private Vector2 cubeScreenPosition = new(0.0f, 0.0f); public void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 45.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type cubePosition = new(0.0f, 0.0f, 0.0f); } public void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.ThirdPerson); // Calculate cube screen space position (with a little offset to be in top) cubeScreenPosition = GetWorldToScreen( new Vector3(cubePosition.X, cubePosition.Y + 2.5f, cubePosition.Z), camera ); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); BeginMode3D(camera); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon); DrawGrid(10, 1.0f); EndMode3D(); DrawText( "Enemy: 100/100", (int)cubeScreenPosition.X - MeasureText("Enemy: 100/100", 20) / 2, (int)cubeScreenPosition.Y, 20, Color.Black ); DrawText( $"Cube position in screen space coordinates: [{(int)cubeScreenPosition.X}, {(int)cubeScreenPosition.Y}]", 10, 10, 20, Color.Lime ); DrawText("Text 2d should be always on top of the cube", 10, 40, 20, Color.Gray); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [core] example - world screen"); DisableCursor(); // Limit cursor to relative movement inside the window SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new WorldScreen(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }