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raylib-cs/Examples/Models/FirstPersonMaze.cs

156 lines
5.7 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - first person maze
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
public class FirstPersonMaze
{
public unsafe static int Main()
{
// 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
Camera3D camera = new();
camera.Position = new Vector3(0.2f, 0.4f, 0.2f);
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.Perspective;
Image imMap = LoadImage("resources/cubicmap.png");
Texture2D cubicmap = LoadTextureFromImage(imMap);
Mesh mesh = GenMeshCubicmap(imMap, new 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");
// Set map diffuse texture
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
// Get map image data to be used for collision detection
Color* mapPixels = LoadImageColors(imMap);
UnloadImage(imMap);
Vector3 mapPosition = new(-16.0f, 0.0f, -8.0f);
Vector3 playerPosition = camera.Position;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
Vector3 oldCamPos = 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);
// Collision radius (player is modelled as a cilinder for collision)
float playerRadius = 0.1f;
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++)
{
Color* mapPixelsData = mapPixels;
// Collision: Color.white pixel, only check R channel
Rectangle rec = new(
mapPosition.X - 0.5f + x * 1.0f,
mapPosition.Z - 0.5f + y * 1.0f,
1.0f,
1.0f
);
bool collision = CheckCollisionCircleRec(playerPos, playerRadius, rec);
if ((mapPixelsData[y * cubicmap.Width + x].R == 255) && collision)
{
// Collision detected, reset camera position
camera.Position = oldCamPos;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw maze map
BeginMode3D(camera);
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);
// Draw player position radar
DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.Red);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadImageColors(mapPixels);
UnloadTexture(cubicmap);
UnloadTexture(texture);
UnloadModel(model);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}