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raylib-cs/Examples/Models/FirstPersonMaze.cs
2026-07-29 19:58:47 +02:00

179 lines
6.8 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - first person maze
*
* Example complexity rating: [★★☆☆] 2/4
*
* 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) 2019-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Models;
public unsafe partial class FirstPersonMaze : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Models / First Person Maze";
public string Title => "raylib [models] example - first person maze";
public bool CursorDisabled => true;
private Camera3D camera;
private Texture2D cubicmap;
private Texture2D texture;
private Model model;
private Color* mapPixels;
private Vector3 mapPosition;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(0.2f, 0.4f, 0.2f); // Camera position
camera.Target = new Vector3(0.185f, 0.4f, 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
var imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
var mesh = GenMeshCubicmap(imMap, new Vector3(1.0f, 1.0f, 1.0f));
model = LoadModelFromMesh(mesh);
// NOTE: By default each cube is mapped to one part of texture atlas
texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
// Set map diffuse texture
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
// Get map image data to be used for collision detection
mapPixels = LoadImageColors(imMap);
UnloadImage(imMap); // Unload image from RAM
mapPosition = new(-16.0f, 0.0f, -8.0f); // Set model position
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
var oldCamPos = camera.Position; // Store old camera position
UpdateCamera(ref camera, CameraMode.FirstPerson);
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = new(camera.Position.X, camera.Position.Z);
var playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
var playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
var 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 against surrounding cells only
for (var y = playerCellY - 1; y <= playerCellY + 1; y++)
{
// Avoid map accessing out of bounds
if ((y >= 0) && (y < cubicmap.Height))
{
for (var x = playerCellX - 1; x <= playerCellX + 1; x++)
{
// NOTE: Collision: Only checking R channel for white pixel
if (((x >= 0) && (x < cubicmap.Width)) &&
(mapPixels[y * cubicmap.Width + x].R == 255) &&
(CheckCollisionCircleRec(playerPos, playerRadius,
new 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(Color.RayWhite);
BeginMode3D(camera);
DrawModel(model, mapPosition, 1.0f, Color.White); // Draw maze map
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);
// Draw player position radar
DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.Red);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadImageColors(mapPixels); // Unload color array
UnloadTexture(cubicmap); // Unload cubicmap texture
UnloadTexture(texture); // Unload map texture
UnloadModel(model); // Unload map model
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FirstPersonMaze();
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;
}
}