Swapped example code to my old project frame.

This commit is contained in:
2025-09-14 12:48:03 -05:00
parent 1168aec38d
commit 520e42348c
11 changed files with 505 additions and 141 deletions

30
assets/shaders/skybox.fs Normal file
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#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
uniform bool doGamma;
// Output fragment color
out vec4 finalColor;
void main()
{
// Fetch color from texture map
vec3 color = vec3(0.0);
if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
else color = texture(environmentMap, fragPosition).rgb;
if (doGamma)// Apply gamma correction
{
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
}
// Calculate final fragment color
finalColor = vec4(color, 1.0);
}

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assets/shaders/skybox.vs Normal file
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#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Remove translation from the view matrix
mat4 rotView = mat4(mat3(matView));
vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
gl_Position = clipPos;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera fps
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2025 Agnis Aldins (@nezvers)
*
********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "rcamera.h"
#include "raymath.h" #include "raymath.h"
#include "stdbool.h"
#include "stddef.h"
#include "stdlib.h"
#include "stdint.h"
#include "rlgl.h"
#include "float.h"
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Defines and Macros // Defines and Macros
@@ -28,47 +17,81 @@
#define CROUCH_SPEED 5.0f #define CROUCH_SPEED 5.0f
#define JUMP_FORCE 12.0f #define JUMP_FORCE 12.0f
#define MAX_ACCEL 150.0f #define MAX_ACCEL 150.0f
// Grounded drag // Grounded drag
#define FRICTION 0.86f #define FRICTION 0.86f
// Increasing air drag, increases strafing speed // Increasing air drag, increases strafing speed
#define AIR_DRAG 0.98f #define AIR_DRAG 0.98f
// Responsiveness for turning movement direction to looked direction // Responsiveness for turning movement direction to looked direction
#define CONTROL 15.0f #define CONTROL 15.0f
#define CROUCH_HEIGHT 0.0f #define CROUCH_HEIGHT 0.0f
#define STAND_HEIGHT 1.0f #define STAND_HEIGHT 2.0f
#define BOTTOM_HEIGHT 0.5f #define BOTTOM_HEIGHT 0.5f
// Additional definitions
#define NORMALIZE_INPUT 0 #define NORMALIZE_INPUT 0
#define ARRLEN(a) (sizeof(a) / sizeof((a)[0]))
#define FLOOR_EXTENT 25
#define TILE_SIZE 5.0f
#define PLAYER_RADIUS 0.5f
#define PLAYER_HEIGHT 1.8f
enum game_state {
STATE_MENU, // 0 by default
STATE_GAME, // 1
};
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Types and Structures Definition //Defining program structure
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Body structure typedef struct
typedef struct { {
Vector3 position; Camera camera; // <- now part of the game state
Model model; // you can keep model & its position here too
Vector3 position;
Vector3 velocity; Vector3 velocity;
Vector3 dir; Vector3 dir;
Vector2 sensitivity;
Vector2 lookRotation;
Vector2 lean;
float headTimer;
float walkLerp;
float headLerp;
bool isGrounded; bool isGrounded;
} Body; int cameraMode;
} Player;
//---------------------------------------------------------------------------------- typedef struct
// Global Variables Definition {
//---------------------------------------------------------------------------------- int index;
static Vector2 sensitivity = { 0.001f, 0.001f }; enum game_state state;
int shouldExit;
Player player;
int nearAcorn;
int isJumpscared;
float jumpscareTimer;
static Body player = { 0 }; Sound jumpScare;
static Vector2 lookRotation = { 0 }; Music bgm;
static float headTimer = 0.0f; } Master;
static float walkLerp = 0.0f;
static float headLerp = STAND_HEIGHT;
static Vector2 lean = { 0 };
//---------------------------------------------------------------------------------- //------------------------------------------------------------------------------------
// Module Functions Declaration // Function Initation
//---------------------------------------------------------------------------------- //------------------------------------------------------------------------------------
static void DrawLevel(void); void Simple_Center_Box(double percent_verticle_gap, double percent_horizontal_gap, int screenWidth, int screenHeight, Color color);
static void UpdateCameraFPS(Camera *camera); void Thick_Center_Box(double percent_verticle_gap, double percent_horizontal_gap, float line_width, int screenWidth, int screenHeight, Color color);
static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold); void Simple_Menu(const char *array[], int count, int index, int x1, int y1, int total_width, int total_height, int line_thickess, int font_size, Color color, Color alt_color);
void UpdateBody(Master* g, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
static void UpdateCameraAngle(Master* g);
static void DrawLevel(Model mdlTile);
static void CenterMouseAndFlush(void);
int Random(int x);
float square(float num);
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
@@ -77,105 +100,363 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 1980;
const int screenHeight = 1080;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera fps"); // Before InitWindow
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_RESIZABLE | FLAG_MSAA_4X_HINT | FLAG_FULLSCREEN_MODE);
// Initialize camera variables InitWindow(0, 0, "raylib");
// NOTE: UpdateCameraFPS() takes care of the rest
Camera camera = { 0 }; int screenWidth = GetRenderWidth();
camera.fovy = 60.0f; int screenHeight = GetRenderHeight();
camera.projection = CAMERA_PERSPECTIVE;
camera.position = (Vector3){ DisableCursor();
player.position.x, CenterMouseAndFlush();
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z, SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//Define menu characteristics
const char *menu[] = {"Game", "Option 2", "Exit"};
int index_length = ARRLEN(menu);
//General game state initiation
Master g = (Master){0};
g.index = 0;
g.state = STATE_MENU;
g.shouldExit = 0;
g.nearAcorn = 0;
g.isJumpscared = 0;
//Define player values
g.player.sensitivity = (Vector2){ 0.001f, 0.001f };
g.player.lookRotation = (Vector2){ 0 };
g.player.headTimer = 0.0f;
g.player.walkLerp = 0.0f;
g.player.headLerp = STAND_HEIGHT;
g.player.lean = (Vector2){ 0 };
//Define the player camera
g.player.camera = (Camera){0};
g.player.camera.position = (Vector3){
g.player.position.x,
g.player.position.y + (BOTTOM_HEIGHT + g.player.headLerp),
g.player.position.z,
};
g.player.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
g.player.camera.fovy = 60.0f;
g.player.camera.projection = CAMERA_PERSPECTIVE;
g.player.cameraMode = CAMERA_FIRST_PERSON;
g.player.position.x = 15.0;
g.player.position.z = 15.0;
UpdateCameraAngle(&g);
// Grass tile setup
Texture2D texGrass = LoadTexture("assets/textures/Grass_01.png");
GenTextureMipmaps(&texGrass);
SetTextureFilter(texGrass, TEXTURE_FILTER_TRILINEAR); // nicer at angles
SetTextureWrap(texGrass, TEXTURE_WRAP_REPEAT);
// A 3D plane (centered at origin) of size tileSize x tileSize
const float tileSize = TILE_SIZE;
Mesh meshTile = GenMeshPlane(tileSize, tileSize, 1, 1);
Model mdlTile = LoadModelFromMesh(meshTile);
mdlTile.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = texGrass;
// --- Skybox setup using 6 face images ---
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model skybox = LoadModelFromMesh(cube);
// Load skybox shader
Shader skyboxShader = LoadShader(
"assets/shaders/skybox.vs",
"assets/shaders/skybox.fs"
);
skybox.materials[0].shader = skyboxShader;
// Load the 6 faces (+X, -X, +Y, -Y, +Z, -Z)
const char* facePaths[6] = {
"assets/textures/cubemaps/right.png", // +X
"assets/textures/cubemaps/left.png", // -X
"assets/textures/cubemaps/top.png", // +Y
"assets/textures/cubemaps/bottom.png", // -Y
"assets/textures/cubemaps/front.png", // +Z
"assets/textures/cubemaps/back.png" // -Z
}; };
UpdateCameraFPS(&camera); // Update camera parameters Image faces[6];
for (int i = 0; i < 6; i++) {
faces[i] = LoadImage(facePaths[i]);
// Ensure consistent format
if (faces[i].format != PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
ImageFormat(&faces[i], PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
}
DisableCursor(); // Limit cursor to relative movement inside the window // Verify same size
int fw = faces[0].width, fh = faces[0].height;
for (int i = 1; i < 6; i++) {
if (faces[i].width != fw || faces[i].height != fh) {
TraceLog(LOG_ERROR, "Cubemap face sizes differ");
// (optional) handle error/cleanup here
}
}
// Stitch into a vertical strip (CUBEMAP_LAYOUT_LINE_VERTICAL)
Image strip = GenImageColor(fw, fh*6, BLANK);
for (int i = 0; i < 6; i++) {
ImageDraw(&strip, faces[i],
(Rectangle){0,0,(float)fw,(float)fh},
(Rectangle){0,(float)(i*fh),(float)fw,(float)fh},
WHITE);
UnloadImage(faces[i]); // free each face once copied
}
// IMPORTANT: skip CPU mipmap generation to avoid the buggy path
strip.mipmaps = 1;
// Load cubemap from the vertical strip
TextureCubemap cubeTex = LoadTextureCubemap(strip, CUBEMAP_LAYOUT_LINE_VERTICAL);
UnloadImage(strip);
// Assign to material & use a non-mipmap filter (skyboxes don't need mips)
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = cubeTex;
SetTextureFilter(cubeTex, TEXTURE_FILTER_BILINEAR);
// Tell the shader which material map is the environmentMap
int mapType = MATERIAL_MAP_CUBEMAP;
SetShaderValue(skyboxShader, GetShaderLocation(skyboxShader, "environmentMap"),
&mapType, SHADER_UNIFORM_INT);
// Optional flags (keep as you had)
int vflipped = 0, doGamma = 0;
SetShaderValue(skyboxShader, GetShaderLocation(skyboxShader, "vflipped"),
&vflipped, SHADER_UNIFORM_INT);
SetShaderValue(skyboxShader, GetShaderLocation(skyboxShader, "doGamma"),
&doGamma, SHADER_UNIFORM_INT);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key //--------------------------------------------------------------------------------------
while (!g.shouldExit && !WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
Vector2 mouseDelta = GetMouseDelta(); switch (g.state)
lookRotation.x -= mouseDelta.x*sensitivity.x;
lookRotation.y += mouseDelta.y*sensitivity.y;
char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
float delta = GetFrameTime();
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
camera.position = (Vector3){
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
};
if (player.isGrounded && ((forward != 0) || (sideway != 0)))
{ {
headTimer += delta*3.0f; case STATE_MENU:
walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta); {
camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta); if (IsKeyPressed(KEY_UP) && g.index > 0)
} {
else g.index -= 1;
{ break;
walkLerp = Lerp(walkLerp, 0.0f, 10.0f*delta); };
camera.fovy = Lerp(camera.fovy, 60.0f, 5.0f*delta);
}
lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta); if (IsKeyPressed(KEY_DOWN) && g.index < index_length - 1)
lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta); {
g.index += 1;
break;
};
if (IsKeyPressed(KEY_ENTER))
{
switch (g.index)
{
case 0:
{
g.state = 1;
CenterMouseAndFlush();
break;
}
UpdateCameraFPS(&camera); case 1:
{
break;
}
case 2:
{
g.shouldExit = 1;
break;
}
}
};
break;
};
case STATE_GAME:
{
Vector2 mouseDelta = GetMouseDelta();
g.player.lookRotation.x -= mouseDelta.x*g.player.sensitivity.x;
g.player.lookRotation.y += mouseDelta.y*g.player.sensitivity.y;
char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
UpdateBody(&g, g.player.lookRotation.x, sideway, forward, IsKeyDown(KEY_SPACE), crouching);
float delta = GetFrameTime();
g.player.headLerp = Lerp(g.player.headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
g.player.camera.position = (Vector3){
g.player.position.x,
g.player.position.y + (BOTTOM_HEIGHT + g.player.headLerp),
g.player.position.z,
};
if (g.player.isGrounded && ((forward != 0) || (sideway != 0)))
{
g.player.headTimer += delta*3.0f;
g.player.walkLerp = Lerp(g.player.walkLerp, 1.0f, 10.0f*delta);
g.player.camera.fovy = Lerp(g.player.camera.fovy, 55.0f, 5.0f*delta);
}
else
{
g.player.walkLerp = Lerp(g.player.walkLerp, 0.0f, 10.0f*delta);
g.player.camera.fovy = Lerp(g.player.camera.fovy, 60.0f, 5.0f*delta);
}
g.player.lean.x = Lerp(g.player.lean.x, sideway*0.02f, 10.0f*delta);
g.player.lean.y = Lerp(g.player.lean.y, forward*0.015f, 10.0f*delta);
UpdateCameraAngle(&g);
break;
};
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
switch (g.state)
{
case STATE_MENU:
{
ClearBackground(BLACK);
ClearBackground(RAYWHITE); Simple_Menu(menu, ARRLEN(menu), g.index, screenWidth * 0.15, screenHeight * 0.15, 500, screenHeight * 0.7, 10, 50, GREEN, LIGHTGRAY);
BeginMode3D(camera); Thick_Center_Box(0.1, 0.1, 10, screenWidth, screenHeight, GREEN);
DrawLevel(); break;
EndMode3D(); }
case STATE_GAME:
{
ClearBackground(BLACK);
Vector3 camPos = g.player.camera.position;
Vector3 camFwd = Vector3Normalize(Vector3Subtract(g.player.camera.target, camPos));
// Draw info box // Camera forward (normalize target - position)
DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f)); Vector3 forward = Vector3Normalize(Vector3Subtract(g.player.camera.target, g.player.camera.position));
DrawRectangleLines(5, 5, 330, 75, BLUE);
DrawText("Camera controls:", 15, 15, 10, BLACK); BeginMode3D(g.player.camera);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
rlDisableBackfaceCulling();
rlDisableDepthMask();
// keep it centered on the camera
skybox.transform = MatrixTranslate(
g.player.camera.position.x,
g.player.camera.position.y,
g.player.camera.position.z
);
DrawModel(skybox, (Vector3){0}, 1.0f, WHITE);
rlEnableDepthMask();
rlEnableBackfaceCulling();
DrawLevel(mdlTile);
EndMode3D();
// Draw info box
DrawRectangle(5, 5, 330*1.5, 75*1.25, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330*1.5, 75*1.25, BLUE);
DrawText("Camera controls:", 15, 15, 20, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 20, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 20, BLACK);
DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ g.player.velocity.x, g.player.velocity.z })), 15, 60, 20, BLACK);
break;
}
}
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} };
//--------------------------------------------------------------------------------------
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Detach the texture from the model so UnloadModel won't try to free it.
mdlTile.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = (Texture2D){0};
// Now free resources you loaded:
UnloadModel(mdlTile); // frees the model and its mesh/VBOs
UnloadTexture(texGrass); // frees the grass texture you loaded
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
};
//------------------------------------------------------------------------------------
// Function Definitions
//------------------------------------------------------------------------------------
//Function creates a simple box outline centered in the screen with a symetric ofset from the screen borders.
void Simple_Center_Box(double percent_verticle_gap, double percent_horizontal_gap, int screenWidth, int screenHeight, Color color)
{
int x1 = percent_horizontal_gap * screenWidth;
int y1 = percent_verticle_gap * screenHeight;
int w = screenWidth * (1 - (2 * percent_horizontal_gap));
int h = screenHeight * (1 - (2 * percent_verticle_gap));
DrawRectangleLines(x1, y1, w, h, color);
} }
//---------------------------------------------------------------------------------- //Function creates a thick walled box outline centered in the screen with a symetric ofset from the screen borders.
// Module Functions Definition void Thick_Center_Box(double percent_verticle_gap, double percent_horizontal_gap, float line_width, int screenWidth, int screenHeight, Color color)
//---------------------------------------------------------------------------------- {
// Update body considering current world state int x1 = percent_horizontal_gap * screenWidth;
void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold) int y1 = percent_verticle_gap * screenHeight;
int w = screenWidth * (1 - (2 * percent_horizontal_gap));
int h = screenHeight * (1 - (2 * percent_verticle_gap));
struct Rectangle rec = {x1,y1,w,h};
DrawRectangleLinesEx(rec, line_width, color);
}
//Make a simple menu with selection features
void Simple_Menu(const char *array[], int count, int index, int x1, int y1, int total_width, int total_height, int line_thickess, int font_size, Color color, Color alt_color)
{
float height = 0.8f * total_height;
int space = 0.2 * total_height / (count - 1);
struct Rectangle rec = {x1,y1,total_width,(float)height/count};
for (int i = 0; i < count; ++i)
{
int text_width = MeasureText(array[i], font_size);
if(i == index)
{
DrawRectangleLinesEx(rec, line_thickess, alt_color);
DrawText(array[i], rec.x + (((total_width - 2.0 * line_thickess) - text_width)/2), rec.y + (height/count/2) - font_size/2.0f, font_size, alt_color);
}
else
{
DrawRectangleLinesEx(rec, line_thickess, color);
DrawText(array[i], rec.x + (((total_width - 2.0 * line_thickess) - text_width)/2), rec.y + (height/count/2) - font_size/2.0f, font_size, color);
}
rec.y = rec.y + (float)height/count + space;
}
}
void UpdateBody(Master* g, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
{ {
Vector2 input = (Vector2){ (float)side, (float)-forward }; Vector2 input = (Vector2){ (float)side, (float)-forward };
@@ -186,12 +467,12 @@ void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed
float delta = GetFrameTime(); float delta = GetFrameTime();
if (!body->isGrounded) body->velocity.y -= GRAVITY*delta; if (!g->player.isGrounded) g->player.velocity.y -= GRAVITY*delta;
if (body->isGrounded && jumpPressed) if (g->player.isGrounded && jumpPressed)
{ {
body->velocity.y = JUMP_FORCE; g->player.velocity.y = JUMP_FORCE;
body->isGrounded = false; g->player.isGrounded = false;
// Sound can be played at this moment // Sound can be played at this moment
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001)); //SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
@@ -202,91 +483,92 @@ void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed
Vector3 right = (Vector3){ cos(-rot), 0.f, sin(-rot) }; Vector3 right = (Vector3){ cos(-rot), 0.f, sin(-rot) };
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, }; Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta); g->player.dir = Vector3Lerp(g->player.dir, desiredDir, CONTROL*delta);
float decel = (body->isGrounded ? FRICTION : AIR_DRAG); float decel = (g->player.isGrounded ? FRICTION : AIR_DRAG);
Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel }; Vector3 hvel = (Vector3){ g->player.velocity.x*decel, 0.0f, g->player.velocity.z*decel };
float hvelLength = Vector3Length(hvel); // Magnitude float hvelLength = Vector3Length(hvel); // Magnitude
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 }; if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
// This is what creates strafing // This is what creates strafing
float speed = Vector3DotProduct(hvel, body->dir); float speed = Vector3DotProduct(hvel, g->player.dir);
// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant, // Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
// a Player can make the speed faster by bringing the direction closer to horizontal velocity angle // a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
// More info here: https://youtu.be/v3zT3Z5apaM?t=165 // More info here: https://youtu.be/v3zT3Z5apaM?t=165
float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED); float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta); float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
hvel.x += body->dir.x*accel; hvel.x += g->player.dir.x*accel;
hvel.z += body->dir.z*accel; hvel.z += g->player.dir.z*accel;
body->velocity.x = hvel.x; g->player.velocity.x = hvel.x;
body->velocity.z = hvel.z; g->player.velocity.z = hvel.z;
body->position.x += body->velocity.x*delta; g->player.position.x += g->player.velocity.x*delta;
body->position.y += body->velocity.y*delta; g->player.position.y += g->player.velocity.y*delta;
body->position.z += body->velocity.z*delta; g->player.position.z += g->player.velocity.z*delta;
// Fancy collision system against the floor // Fancy collision system against the floor
if (body->position.y <= 0.0f) if (g->player.position.y <= 0.0f)
{ {
body->position.y = 0.0f; g->player.position.y = 0.0f;
body->velocity.y = 0.0f; g->player.velocity.y = 0.0f;
body->isGrounded = true; // Enable jumping g->player.isGrounded = true; // Enable jumping
} }
} }
// Update camera for FPS behaviour // Update camera
static void UpdateCameraFPS(Camera *camera) static void UpdateCameraAngle(Master* g)
{ {
const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f }; const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f }; const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
// Left and right // Left and right
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x); Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, g->player.lookRotation.x);
// Clamp view up // Clamp view up
float maxAngleUp = Vector3Angle(up, yaw); float maxAngleUp = Vector3Angle(up, yaw);
maxAngleUp -= 0.001f; // Avoid numerical errors maxAngleUp -= 0.001f; // Avoid numerical errors
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; } if ( -(g->player.lookRotation.y) > maxAngleUp) { g->player.lookRotation.y = -maxAngleUp; }
// Clamp view down // Clamp view down
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw); float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
maxAngleDown *= -1.0f; // Downwards angle is negative maxAngleDown *= -1.0f; // Downwards angle is negative
maxAngleDown += 0.001f; // Avoid numerical errors maxAngleDown += 0.001f; // Avoid numerical errors
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; } if ( -(g->player.lookRotation.y) < maxAngleDown) { g->player.lookRotation.y = -maxAngleDown; }
// Up and down // Up and down
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up)); Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
// Rotate view vector around right axis // Rotate view vector around right axis
float pitchAngle = -lookRotation.y - lean.y; float pitchAngle = -g->player.lookRotation.y -
pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down g->player.lean.y;
pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle); Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
// Head animation // Head animation
// Rotate up direction around forward axis // Rotate up direction around forward axis
float headSin = sin(headTimer*PI); float headSin = sin(g->player.headTimer*PI);
float headCos = cos(headTimer*PI); float headCos = cos(g->player.headTimer*PI);
const float stepRotation = 0.01f; const float stepRotation = 0.005f;
camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x); g->player.camera.up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + g->player.lean.x);
// Camera BOB // Camera BOB
const float bobSide = 0.1f; const float bobSide = 0.01f;
const float bobUp = 0.15f; const float bobUp = 0.01f;
Vector3 bobbing = Vector3Scale(right, headSin*bobSide); Vector3 bobbing = Vector3Scale(right, headSin*bobSide);
bobbing.y = fabsf(headCos*bobUp); bobbing.y = fabsf(headCos*bobUp);
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp)); g->player.camera.position = Vector3Add(g->player.camera.position, Vector3Scale(bobbing, g->player.walkLerp));
camera->target = Vector3Add(camera->position, pitch); g->player.camera.target = Vector3Add(g->player.camera.position, pitch);
} }
// Draw game level // Draw game level
static void DrawLevel(void) static void DrawLevel(Model mdlTile)
{ {
const int floorExtent = 25; const int floorExtent = FLOOR_EXTENT;
const float tileSize = 5.0f; const float tileSize = TILE_SIZE;
const Color tileColor1 = (Color){ 150, 200, 200, 255 }; const Color tileColor1 = (Color){ 150, 200, 200, 255 };
// Floor tiles // Floor tiles
@@ -294,6 +576,7 @@ static void DrawLevel(void)
{ {
for (int x = -floorExtent; x < floorExtent; x++) for (int x = -floorExtent; x < floorExtent; x++)
{ {
/*
if ((y & 1) && (x & 1)) if ((y & 1) && (x & 1))
{ {
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1); DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1);
@@ -302,9 +585,15 @@ static void DrawLevel(void)
{ {
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY); DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY);
} }
*/
Vector3 pos = (Vector3){ x*tileSize, 0.0f, y*tileSize };
// mdlTile must be accessible here: make it global/static or pass it in
DrawModel(mdlTile, pos, 1.0f, WHITE);
} }
} }
/*
const Vector3 towerSize = (Vector3){ 16.0f, 32.0f, 16.0f }; const Vector3 towerSize = (Vector3){ 16.0f, 32.0f, 16.0f };
const Color towerColor = (Color){ 150, 200, 200, 255 }; const Color towerColor = (Color){ 150, 200, 200, 255 };
@@ -326,4 +615,25 @@ static void DrawLevel(void)
// Red sun // Red sun
DrawSphere((Vector3){ 300.0f, 300.0f, 0.0f }, 100.0f, (Color){ 255, 0, 0, 255 }); DrawSphere((Vector3){ 300.0f, 300.0f, 0.0f }, 100.0f, (Color){ 255, 0, 0, 255 });
*/
}
//fix mouse
static void CenterMouseAndFlush()
{
SetMousePosition(GetRenderWidth()/2, GetRenderHeight()/2);
(void)GetMouseDelta();
}
//Random number gen
int Random(int x)
{
int r = (rand() % x) + 1; // 1-40
return r;
}
float square(float num)
{
float out = num * num;
return out;
} }