#include "raylib.h" #include "rcamera.h" #include "raymath.h" #include #include //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Movement constants #define GRAVITY 32.0f #define MAX_SPEED 20.0f #define CROUCH_SPEED 5.0f #define JUMP_FORCE 12.0f #define MAX_ACCEL 150.0f // Grounded drag #define FRICTION 0.86f // Increasing air drag, increases strafing speed #define AIR_DRAG 0.98f // Responsiveness for turning movement direction to looked direction #define CONTROL 15.0f #define CROUCH_HEIGHT 0.0f #define STAND_HEIGHT 2.0f #define BOTTOM_HEIGHT 0.5f // Additional definitions #define NORMALIZE_INPUT 0 #define ARRLEN(a) (sizeof(a) / sizeof((a)[0])) enum game_state { STATE_MENU, // 0 by default STATE_GAME, // 1 }; //---------------------------------------------------------------------------------- //Defining program structure //---------------------------------------------------------------------------------- //bob typedef struct { Camera camera; // <- now part of the game state Model model; // you can keep model & its position here too Vector3 position; Vector3 velocity; Vector3 dir; Vector2 sensitivity; Vector2 lookRotation; Vector2 lean; float headTimer; float walkLerp; float headLerp; bool isGrounded; int cameraMode; } Player; typedef struct { int index; enum game_state state; int shouldExit; Player player; } Master; // GLSL 330 core fragment shader (desktop) // Discards fragments with alpha below a threshold so depth is only written on real pixels. static const char *ALPHA_CLIP_FS = "#version 330 core\n" "in vec2 fragTexCoord;\n" "in vec4 fragColor;\n" "uniform sampler2D texture0;\n" "uniform float u_alphaCutoff; // e.g., 0.3\n" "out vec4 finalColor;\n" "void main(){\n" " vec4 texel = texture(texture0, fragTexCoord);\n" " if(texel.a < u_alphaCutoff) discard;\n" " finalColor = texel * fragColor;\n" "}\n"; //------------------------------------------------------------------------------------ // Function Initation //------------------------------------------------------------------------------------ void Simple_Center_Box(double percent_verticle_gap, double percent_horizontal_gap, int screenWidth, int screenHeight, Color color); void Thick_Center_Box(double percent_verticle_gap, double percent_horizontal_gap, float line_width, int screenWidth, int screenHeight, Color color); 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); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- //Define window size, create window, establish fps target, fullscreen. const int screenWidth = 1440*2; const int screenHeight = 960*2; InitWindow(screenWidth, screenHeight, "raylib"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second ToggleFullscreen(); CenterMouseAndFlush(); DisableCursor(); // Limit cursor to relative movement inside the window //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; //Define 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.target = (Vector3){ 0.0f, 0.0f, 1.0f }; // Camera target g.player.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Up vector g.player.camera.fovy = 60.0f; g.player.camera.projection = CAMERA_PERSPECTIVE; g.player.cameraMode = CAMERA_FIRST_PERSON; UpdateCameraAngle(&g); // Load GLTF model (no animations) //Model model = LoadModel("resources/3d_models/bad_sphere.glb"); //Vector3 position = { 0.0f, 0.0f, 0.0f }; // Load a 2D image as texture for the billboard //Billboards always point toward the active camera. Texture2D sign = LoadTexture("resources/sprites/diard-charles.jpg"); GenTextureMipmaps(&sign); SetTextureFilter(sign, TEXTURE_FILTER_BILINEAR); // optional but looks nicer Vector3 bbPos = (Vector3){ 1.0f, 2.5f, 1.0f }; // where in 3D world to place it float bbSize = 5.0f; // billboard height in world units // Load a 2D image as texture for the billboard //Billboards always point toward the active camera. Texture2D tree = LoadTexture("resources/sprites/tree.png"); GenTextureMipmaps(&tree); SetTextureFilter(tree, TEXTURE_FILTER_BILINEAR); // optional but looks nicer Vector3 treepos = (Vector3){ 0.0f, 7.0f, 0.0f }; // where in 3D world to place it float treeSize = 15.0f; // billboard height in world units // --- Grass tile setup --- Texture2D texGrass = LoadTexture("resources/textures/grass_textures/Grass_01.png"); // adjust path 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 = 5.0f; // match your DrawLevel tileSize Mesh meshTile = GenMeshPlane(tileSize, tileSize, 1, 1); Model mdlTile = LoadModelFromMesh(meshTile); mdlTile.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = texGrass; Shader shAlphaClip = LoadShaderFromMemory(NULL, ALPHA_CLIP_FS); int locCutoff = GetShaderLocation(shAlphaClip, "u_alphaCutoff"); float cutoff = 0.3f; // tweak to taste; 0.3–0.5 works well for tree PNGs SetShaderValue(shAlphaClip, locCutoff, &cutoff, SHADER_UNIFORM_FLOAT); //-------------------------------------------------------------------------------------- // Main game loop //-------------------------------------------------------------------------------------- while (!g.shouldExit && !WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- switch (g.state) { case STATE_MENU: { if (IsKeyPressed(KEY_UP) && g.index > 0) { g.index -= 1; break; }; if (IsKeyPressed(KEY_DOWN) && g.index < index_length - 1) { g.index += 1; break; }; if (IsKeyPressed(KEY_ENTER)) { switch (g.index) { case 0: { g.state = 1; CenterMouseAndFlush(); break; } 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); int bbdifx = g.player.position.x - bbPos.x; int bbdifz = g.player.position.z - bbPos.z; bbPos.x += 0.01 * bbdifx; bbPos.z += 0.01 * bbdifz; treepos = (Vector3){ 0.0f, 7.0f, 0.0f }; break; }; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); switch (g.state) { case STATE_MENU: { ClearBackground(BLACK); Simple_Menu(menu, ARRLEN(menu), g.index, screenWidth * 0.15, screenHeight * 0.15, 500, screenHeight * 0.7, 10, 50, GREEN, LIGHTGRAY); Thick_Center_Box(0.1, 0.1, 10, screenWidth, screenHeight, GREEN); break; } case STATE_GAME: { ClearBackground(BLACK); BeginMode3D(g.player.camera); DrawLevel(mdlTile); BeginShaderMode(shAlphaClip); { // Draw your trees here with DrawBillboard / DrawBillboardPro // Example using your positions: DrawBillboard(g.player.camera, tree, treepos, treeSize, WHITE); Vector3 p = treepos; p.x += 3*5; p.z += 3*5; DrawBillboard(g.player.camera, tree, p, treeSize, WHITE); p.x += 5*5; p.z += -2*5; DrawBillboard(g.player.camera, tree, p, treeSize, WHITE); p.x += -4*5; p.z += 3*5; DrawBillboard(g.player.camera, tree, p, treeSize, WHITE); p.x += 9*5; p.z += 10*5; DrawBillboard(g.player.camera, tree, p, treeSize, WHITE); // Your sign as a cutout too (if it has a clean alpha) } EndShaderMode(); DrawBillboard(g.player.camera, sign, bbPos, bbSize, WHITE); 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){ g.player.velocity.x, g.player.velocity.z })), 15, 60, 10, BLACK); break; } } EndDrawing(); //---------------------------------------------------------------------------------- }; //-------------------------------------------------------------------------------------- // 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 UnloadTexture(sign); // frees billboard texture UnloadTexture(tree); // frees tree texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- 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. void Thick_Center_Box(double percent_verticle_gap, double percent_horizontal_gap, float line_width, 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)); 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 }; #if defined(NORMALIZE_INPUT) // Slow down diagonal movement if ((side != 0) && (forward != 0)) input = Vector2Normalize(input); #endif float delta = GetFrameTime(); if (!g->player.isGrounded) g->player.velocity.y -= GRAVITY*delta; if (g->player.isGrounded && jumpPressed) { g->player.velocity.y = JUMP_FORCE; g->player.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, }; g->player.dir = Vector3Lerp(g->player.dir, desiredDir, CONTROL*delta); float decel = (g->player.isGrounded ? FRICTION : AIR_DRAG); Vector3 hvel = (Vector3){ g->player.velocity.x*decel, 0.0f, g->player.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, g->player.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 += g->player.dir.x*accel; hvel.z += g->player.dir.z*accel; g->player.velocity.x = hvel.x; g->player.velocity.z = hvel.z; g->player.position.x += g->player.velocity.x*delta; g->player.position.y += g->player.velocity.y*delta; g->player.position.z += g->player.velocity.z*delta; // Fancy collision system against the floor if (g->player.position.y <= 0.0f) { g->player.position.y = 0.0f; g->player.velocity.y = 0.0f; g->player.isGrounded = true; // Enable jumping } } // Update camera static void UpdateCameraAngle(Master* g) { 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, g->player.lookRotation.x); // Clamp view up float maxAngleUp = Vector3Angle(up, yaw); maxAngleUp -= 0.001f; // Avoid numerical errors if ( -(g->player.lookRotation.y) > maxAngleUp) { g->player.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 ( -(g->player.lookRotation.y) < maxAngleDown) { g->player.lookRotation.y = -maxAngleDown; } // Up and down Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up)); // Rotate view vector around right axis float pitchAngle = -g->player.lookRotation.y - 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); // Head animation // Rotate up direction around forward axis float headSin = sin(g->player.headTimer*PI); float headCos = cos(g->player.headTimer*PI); const float stepRotation = 0.005f; g->player.camera.up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + g->player.lean.x); // Camera BOB const float bobSide = 0.01f; const float bobUp = 0.01f; Vector3 bobbing = Vector3Scale(right, headSin*bobSide); bobbing.y = fabsf(headCos*bobUp); g->player.camera.position = Vector3Add(g->player.camera.position, Vector3Scale(bobbing, g->player.walkLerp)); g->player.camera.target = Vector3Add(g->player.camera.position, pitch); } // Draw game level static void DrawLevel(Model mdlTile) { 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); } */ 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 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 }); */ } //fix mouse static void CenterMouseAndFlush() { SetMousePosition(GetRenderWidth()/2, GetRenderHeight()/2); (void)GetMouseDelta(); }