Set up CMAKE for Linux and Windows.
This commit is contained in:
54
.gitignore
vendored
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54
.gitignore
vendored
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@@ -0,0 +1,54 @@
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# ------------------------
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||||||
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# Build artifacts
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||||||
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# ------------------------
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||||||
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/build/
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||||||
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/CMakeFiles/
|
||||||
|
/CMakeCache.txt
|
||||||
|
/Makefile
|
||||||
|
/*.ninja
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||||||
|
/.ninja_deps
|
||||||
|
/.ninja_log
|
||||||
|
/*.sln
|
||||||
|
/*.vcxproj*
|
||||||
|
/compile_commands.json
|
||||||
|
/install_manifest.txt
|
||||||
|
|
||||||
|
# ------------------------
|
||||||
|
# Binary outputs
|
||||||
|
# ------------------------
|
||||||
|
/*.exe
|
||||||
|
/*.dll
|
||||||
|
/*.so
|
||||||
|
/*.dylib
|
||||||
|
/*.a
|
||||||
|
/*.lib
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||||||
|
/*.obj
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||||||
|
/*.o
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||||||
|
/*.pdb
|
||||||
|
|
||||||
|
# ------------------------
|
||||||
|
# OS / editor junk
|
||||||
|
# ------------------------
|
||||||
|
.DS_Store
|
||||||
|
Thumbs.db
|
||||||
|
*.swp
|
||||||
|
*.swo
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||||||
|
*.user
|
||||||
|
*.VC.db
|
||||||
|
*.idea/
|
||||||
|
*.vscode/
|
||||||
|
*.vs/
|
||||||
|
|
||||||
|
# ------------------------
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||||||
|
# Logs / temp
|
||||||
|
# ------------------------
|
||||||
|
*.log
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||||||
|
*.tmp
|
||||||
|
|
||||||
|
# ------------------------
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||||||
|
# Python venv (if you use scripts/tools)
|
||||||
|
/venv/
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||||||
|
|
||||||
|
# ------------------------
|
||||||
|
# Keep empty asset dirs if needed
|
||||||
|
assets/**/.gitkeep
|
||||||
60
CMakeLists.txt
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60
CMakeLists.txt
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|
cmake_minimum_required(VERSION 3.20)
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|
project(FPS_DRUID LANGUAGES C)
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||||||
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set(CMAKE_C_STANDARD 99)
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||||||
|
set(CMAKE_C_STANDARD_REQUIRED ON)
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||||||
|
|
||||||
|
# Default build type for single-config generators
|
||||||
|
if(NOT CMAKE_CONFIGURATION_TYPES AND NOT CMAKE_BUILD_TYPE)
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||||||
|
set(CMAKE_BUILD_TYPE Debug CACHE STRING "Build type" FORCE)
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||||||
|
endif()
|
||||||
|
|
||||||
|
# ---------- Fetch raylib ----------
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||||||
|
include(FetchContent)
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||||||
|
set(FETCHCONTENT_QUIET FALSE)
|
||||||
|
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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||||||
|
set(BUILD_GAMES OFF CACHE BOOL "" FORCE)
|
||||||
|
|
||||||
|
FetchContent_Declare(
|
||||||
|
raylib
|
||||||
|
GIT_REPOSITORY https://github.com/raysan5/raylib.git
|
||||||
|
GIT_TAG 5.5 # stable release
|
||||||
|
GIT_PROGRESS TRUE
|
||||||
|
)
|
||||||
|
FetchContent_MakeAvailable(raylib)
|
||||||
|
|
||||||
|
# ---------- Paths (match your tree) ----------
|
||||||
|
set(SRC_DIR "${CMAKE_CURRENT_LIST_DIR}/src")
|
||||||
|
set(INC_DIR "${CMAKE_CURRENT_LIST_DIR}/include")
|
||||||
|
set(ASSETS_DIR "${CMAKE_CURRENT_LIST_DIR}/assets")
|
||||||
|
|
||||||
|
# ---------- Sources ----------
|
||||||
|
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${SRC_DIR}/*.c")
|
||||||
|
|
||||||
|
add_executable(${PROJECT_NAME} ${PROJECT_SOURCES})
|
||||||
|
target_include_directories(${PROJECT_NAME} PRIVATE "${SRC_DIR}" "${INC_DIR}")
|
||||||
|
target_link_libraries(${PROJECT_NAME} PRIVATE raylib)
|
||||||
|
|
||||||
|
# ---------- Warnings / ASan ----------
|
||||||
|
if(MSVC)
|
||||||
|
target_compile_options(${PROJECT_NAME} PRIVATE /W4 /permissive-)
|
||||||
|
else()
|
||||||
|
target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wshadow -Wconversion -Wno-unused-parameter)
|
||||||
|
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||||
|
target_compile_options(${PROJECT_NAME} PRIVATE -fsanitize=address -fno-omit-frame-pointer)
|
||||||
|
target_link_options(${PROJECT_NAME} PRIVATE -fsanitize=address)
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# ---------- Assets: copy next to the exe ----------
|
||||||
|
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
|
||||||
|
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||||
|
"${ASSETS_DIR}" "$<TARGET_FILE_DIR:${PROJECT_NAME}>/assets"
|
||||||
|
COMMENT "Copying assets next to the executable"
|
||||||
|
)
|
||||||
|
|
||||||
|
# Compile-time asset root: absolute in Debug; relative otherwise
|
||||||
|
target_compile_definitions(${PROJECT_NAME} PRIVATE
|
||||||
|
$<$<CONFIG:Debug>:ASSETS_PATH="${ASSETS_DIR}/">
|
||||||
|
$<$<NOT:$<CONFIG:Debug>>:ASSETS_PATH="./assets/">
|
||||||
|
)
|
||||||
26
How_To_Build.md
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26
How_To_Build.md
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|||||||
|
Use these commands in your base directory the first time.
|
||||||
|
-----------------------------------------------------
|
||||||
|
LINUX
|
||||||
|
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Debug
|
||||||
|
cmake --build build -j
|
||||||
|
./build/FPS_DRUID
|
||||||
|
|
||||||
|
WINDOWS (MSVC)
|
||||||
|
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
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||||||
|
cmake --build build --config Debug
|
||||||
|
build\Debug\FPS_DRUID.exe
|
||||||
|
-----------------------------------------------------
|
||||||
|
|
||||||
|
To subsequently rebuild and run use
|
||||||
|
-----------------------------------------------------
|
||||||
|
cmake --build build -j
|
||||||
|
./build/FPS_DRUID
|
||||||
|
-----------------------------------------------------
|
||||||
|
|
||||||
|
If you want a clean rebuild
|
||||||
|
-----------------------------------------------------
|
||||||
|
rm -rf build
|
||||||
|
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Debug
|
||||||
|
cmake --build build -j
|
||||||
|
./build/FPS_DRUID
|
||||||
|
-----------------------------------------------------
|
||||||
8
run.sh
Executable file
8
run.sh
Executable file
@@ -0,0 +1,8 @@
|
|||||||
|
#!/usr/bin/env bash
|
||||||
|
set -e
|
||||||
|
|
||||||
|
# Rebuild
|
||||||
|
cmake --build build -j
|
||||||
|
|
||||||
|
# Run
|
||||||
|
./build/FPS_DRUID
|
||||||
329
src/main.c
329
src/main.c
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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)
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||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
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||||||
|
|
||||||
|
#include "raymath.h"
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Defines and Macros
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Movement constants
|
||||||
|
#define GRAVITY 32.0f
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||||||
|
#define MAX_SPEED 20.0f
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||||||
|
#define CROUCH_SPEED 5.0f
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||||||
|
#define JUMP_FORCE 12.0f
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||||||
|
#define MAX_ACCEL 150.0f
|
||||||
|
// Grounded drag
|
||||||
|
#define FRICTION 0.86f
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||||||
|
// Increasing air drag, increases strafing speed
|
||||||
|
#define AIR_DRAG 0.98f
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||||||
|
// Responsiveness for turning movement direction to looked direction
|
||||||
|
#define CONTROL 15.0f
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||||||
|
#define CROUCH_HEIGHT 0.0f
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||||||
|
#define STAND_HEIGHT 1.0f
|
||||||
|
#define BOTTOM_HEIGHT 0.5f
|
||||||
|
|
||||||
|
#define NORMALIZE_INPUT 0
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Types and Structures Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Body structure
|
||||||
|
typedef struct {
|
||||||
|
Vector3 position;
|
||||||
|
Vector3 velocity;
|
||||||
|
Vector3 dir;
|
||||||
|
bool isGrounded;
|
||||||
|
} Body;
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Global Variables Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
static Vector2 sensitivity = { 0.001f, 0.001f };
|
||||||
|
|
||||||
|
static Body player = { 0 };
|
||||||
|
static Vector2 lookRotation = { 0 };
|
||||||
|
static float headTimer = 0.0f;
|
||||||
|
static float walkLerp = 0.0f;
|
||||||
|
static float headLerp = STAND_HEIGHT;
|
||||||
|
static Vector2 lean = { 0 };
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
static void DrawLevel(void);
|
||||||
|
static void UpdateCameraFPS(Camera *camera);
|
||||||
|
static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
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||||||
|
int main(void)
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||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 1980;
|
||||||
|
const int screenHeight = 1080;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera fps");
|
||||||
|
|
||||||
|
// Initialize camera variables
|
||||||
|
// NOTE: UpdateCameraFPS() takes care of the rest
|
||||||
|
Camera camera = { 0 };
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||||||
|
camera.fovy = 60.0f;
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
camera.position = (Vector3){
|
||||||
|
player.position.x,
|
||||||
|
player.position.y + (BOTTOM_HEIGHT + headLerp),
|
||||||
|
player.position.z,
|
||||||
|
};
|
||||||
|
|
||||||
|
UpdateCameraFPS(&camera); // Update camera parameters
|
||||||
|
|
||||||
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
Vector2 mouseDelta = GetMouseDelta();
|
||||||
|
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;
|
||||||
|
walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta);
|
||||||
|
camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
|
||||||
|
|
||||||
|
UpdateCameraFPS(&camera);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
DrawLevel();
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
// Draw info box
|
||||||
|
DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines(5, 5, 330, 75, BLUE);
|
||||||
|
|
||||||
|
DrawText("Camera controls:", 15, 15, 10, BLACK);
|
||||||
|
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);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Update body considering current world state
|
||||||
|
void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
|
||||||
|
{
|
||||||
|
Vector2 input = (Vector2){ (float)side, (float)-forward };
|
||||||
|
|
||||||
|
#if defined(NORMALIZE_INPUT)
|
||||||
|
// Slow down diagonal movement
|
||||||
|
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float delta = GetFrameTime();
|
||||||
|
|
||||||
|
if (!body->isGrounded) body->velocity.y -= GRAVITY*delta;
|
||||||
|
|
||||||
|
if (body->isGrounded && jumpPressed)
|
||||||
|
{
|
||||||
|
body->velocity.y = JUMP_FORCE;
|
||||||
|
body->isGrounded = false;
|
||||||
|
|
||||||
|
// Sound can be played at this moment
|
||||||
|
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
|
||||||
|
//PlaySound(fxJump);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 front = (Vector3){ sin(rot), 0.f, cos(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, };
|
||||||
|
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
|
||||||
|
|
||||||
|
float decel = (body->isGrounded ? FRICTION : AIR_DRAG);
|
||||||
|
Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel };
|
||||||
|
|
||||||
|
float hvelLength = Vector3Length(hvel); // Magnitude
|
||||||
|
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
|
||||||
|
|
||||||
|
// This is what creates strafing
|
||||||
|
float speed = Vector3DotProduct(hvel, body->dir);
|
||||||
|
|
||||||
|
// 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
|
||||||
|
// More info here: https://youtu.be/v3zT3Z5apaM?t=165
|
||||||
|
float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
|
||||||
|
float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
|
||||||
|
hvel.x += body->dir.x*accel;
|
||||||
|
hvel.z += body->dir.z*accel;
|
||||||
|
|
||||||
|
body->velocity.x = hvel.x;
|
||||||
|
body->velocity.z = hvel.z;
|
||||||
|
|
||||||
|
body->position.x += body->velocity.x*delta;
|
||||||
|
body->position.y += body->velocity.y*delta;
|
||||||
|
body->position.z += body->velocity.z*delta;
|
||||||
|
|
||||||
|
// Fancy collision system against the floor
|
||||||
|
if (body->position.y <= 0.0f)
|
||||||
|
{
|
||||||
|
body->position.y = 0.0f;
|
||||||
|
body->velocity.y = 0.0f;
|
||||||
|
body->isGrounded = true; // Enable jumping
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update camera for FPS behaviour
|
||||||
|
static void UpdateCameraFPS(Camera *camera)
|
||||||
|
{
|
||||||
|
const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
|
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
|
||||||
|
|
||||||
|
// Left and right
|
||||||
|
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
|
||||||
|
|
||||||
|
// Clamp view up
|
||||||
|
float maxAngleUp = Vector3Angle(up, yaw);
|
||||||
|
maxAngleUp -= 0.001f; // Avoid numerical errors
|
||||||
|
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
|
||||||
|
|
||||||
|
// Clamp view down
|
||||||
|
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
|
||||||
|
maxAngleDown *= -1.0f; // Downwards angle is negative
|
||||||
|
maxAngleDown += 0.001f; // Avoid numerical errors
|
||||||
|
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; }
|
||||||
|
|
||||||
|
// Up and down
|
||||||
|
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
|
||||||
|
|
||||||
|
// Rotate view vector around right axis
|
||||||
|
float pitchAngle = -lookRotation.y - 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);
|
||||||
|
|
||||||
|
// Head animation
|
||||||
|
// Rotate up direction around forward axis
|
||||||
|
float headSin = sin(headTimer*PI);
|
||||||
|
float headCos = cos(headTimer*PI);
|
||||||
|
const float stepRotation = 0.01f;
|
||||||
|
camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x);
|
||||||
|
|
||||||
|
// Camera BOB
|
||||||
|
const float bobSide = 0.1f;
|
||||||
|
const float bobUp = 0.15f;
|
||||||
|
Vector3 bobbing = Vector3Scale(right, headSin*bobSide);
|
||||||
|
bobbing.y = fabsf(headCos*bobUp);
|
||||||
|
|
||||||
|
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
|
||||||
|
camera->target = Vector3Add(camera->position, pitch);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw game level
|
||||||
|
static void DrawLevel(void)
|
||||||
|
{
|
||||||
|
const int floorExtent = 25;
|
||||||
|
const float tileSize = 5.0f;
|
||||||
|
const Color tileColor1 = (Color){ 150, 200, 200, 255 };
|
||||||
|
|
||||||
|
// Floor tiles
|
||||||
|
for (int y = -floorExtent; y < floorExtent; y++)
|
||||||
|
{
|
||||||
|
for (int x = -floorExtent; x < floorExtent; x++)
|
||||||
|
{
|
||||||
|
if ((y & 1) && (x & 1))
|
||||||
|
{
|
||||||
|
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1);
|
||||||
|
}
|
||||||
|
else if (!(y & 1) && !(x & 1))
|
||||||
|
{
|
||||||
|
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const Vector3 towerSize = (Vector3){ 16.0f, 32.0f, 16.0f };
|
||||||
|
const Color towerColor = (Color){ 150, 200, 200, 255 };
|
||||||
|
|
||||||
|
Vector3 towerPos = (Vector3){ 16.0f, 16.0f, 16.0f };
|
||||||
|
DrawCubeV(towerPos, towerSize, towerColor);
|
||||||
|
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||||
|
|
||||||
|
towerPos.x *= -1;
|
||||||
|
DrawCubeV(towerPos, towerSize, towerColor);
|
||||||
|
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||||
|
|
||||||
|
towerPos.z *= -1;
|
||||||
|
DrawCubeV(towerPos, towerSize, towerColor);
|
||||||
|
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||||
|
|
||||||
|
towerPos.x *= -1;
|
||||||
|
DrawCubeV(towerPos, towerSize, towerColor);
|
||||||
|
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||||
|
|
||||||
|
// Red sun
|
||||||
|
DrawSphere((Vector3){ 300.0f, 300.0f, 0.0f }, 100.0f, (Color){ 255, 0, 0, 255 });
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user