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#include <stdlib.h>
#include "raylib.h"
#include "raymath.h"
#include "yabs_defines.h"
#include "yabs_utils.h"
#include "yabs_gameplay.h"
static yabs::gameState game_state;
static yabs::Scene3D sc3d {
// camera
{{5.0f, 5.0f, 5.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, 45.0f, 0},
// movement
{0.0f, 0.0f},
// rotation
{0.0f, -0.2f, 0.0f},
// mouse
{0.0f, 0.0f}
};
int main(void) {
// create window
InitWindow(G_SCREENWIDTH, G_SCREENHEIGHT, G_TITLE);
// create image
Image checked = GenImageChecked(2, 2, 1, 1, BLACK, GRAY);
Texture2D texture = LoadTextureFromImage(checked);
UnloadImage(checked);
// create model with image as texture
Model model = {0};
model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// setup camera
SetCameraMode(sc3d.camera, CAMERA_FIRST_PERSON); // Set camera mode
sc3d.camera.position = (Vector3){50.0f, 1.0f, 50.0f};
sc3d.camera.target = (Vector3){50.0f, 1.0f, 50.0f};
sc3d.camera.up = (Vector3){0.0f, 1.0f, 0.0f};
sc3d.camera.fovy = 90.0f;
sc3d.camera.projection = CAMERA_PERSPECTIVE;
sc3d.rotation = (Vector3){0.0f, 0.0f, 0.0f};
sc3d.lastMousePos = GetMousePosition();
SetTargetFPS(60);
// game loop
while (!WindowShouldClose()) {
switch (game_state) {
case (yabs::TITLE):
{
break;
}
case (yabs::PICK):
{
break;
}
case (yabs::DEATH):
{
break;
}
case (yabs::GAMEPLAY):
{
break;
}
case (yabs::NEXT):
{
break;
}
case (yabs::ENDING):
{
break;
}
}
// mouse look
Vector2 mouseMovement =
Vector2Subtract(GetMousePosition(), sc3d.lastMousePos);
sc3d.lastMousePos = GetMousePosition();
sc3d.rotation.x += (mouseMovement.x * -G_CAMERA_MOUSE_MOVE_SENSITIVITY);
sc3d.rotation.y += (mouseMovement.y * -G_CAMERA_MOUSE_MOVE_SENSITIVITY);
// direction array
bool direction[4] = {IsKeyDown(KEY_W), IsKeyDown(KEY_S),
IsKeyDown(KEY_D), IsKeyDown(KEY_A)};
// compute movement
sc3d.movement = (Vector3){0, 0, 0};
sc3d.movement.x =
(sinf(sc3d.rotation.x) * direction[1] - sinf(sc3d.rotation.x) * direction[0] -
cosf(sc3d.rotation.x) * direction[3] +
cosf(sc3d.rotation.x) * direction[2]) /
G_PLAYER_MOVEMENT_SENSITIVITY;
sc3d.movement.z =
(cosf(sc3d.rotation.x) * direction[1] - cosf(sc3d.rotation.x) * direction[0] +
sinf(sc3d.rotation.x) * direction[3] -
sinf(sc3d.rotation.x) * direction[2]) /
G_PLAYER_MOVEMENT_SENSITIVITY;
// elevation
if (IsKeyDown(KEY_SPACE))
sc3d.movement.y += 0.12f;
if (IsKeyDown(KEY_LEFT_CONTROL))
sc3d.movement.y -= 0.12f;
// apply movement
sc3d.camera.position.x += sc3d.movement.x / G_PLAYER_MOVEMENT_SENSITIVITY;
sc3d.camera.position.y += sc3d.movement.y;
sc3d.camera.position.z += sc3d.movement.z / G_PLAYER_MOVEMENT_SENSITIVITY;
Matrix translation = MatrixTranslate(0, 0, (10));
Matrix rotation2 = MatrixRotateXYZ(
(Vector3){DOUBLEPI - sc3d.rotation.y, DOUBLEPI - sc3d.rotation.x, 0});
Matrix transform = MatrixMultiply(translation, rotation2);
// apply camera rotation
sc3d.camera.target.x = sc3d.camera.position.x - transform.m12;
sc3d.camera.target.y = sc3d.camera.position.y - transform.m13;
sc3d.camera.target.z = sc3d.camera.position.z - transform.m14;
BeginDrawing();
ClearBackground(GRAY);
BeginMode3D(sc3d.camera);
// draw checkerboard model
for (int x = 0; x < 50; x++) {
for (int z = 0; z < 50; z++) {
Vector3 position;
position.x = x;
position.y = 0;
position.z = z;
DrawModel(model, position, 1.0f, WHITE);
}
}
EndMode3D();
DrawFPS(0, 0);
DrawText("Controls - Mouse / WASD / R/F.", 400, 0, 20, DARKGRAY);
EndDrawing();
}
UnloadTexture(texture);
UnloadModel(model);
CloseWindow();
return 0;
}
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