feat: player movement and camera control
This commit is contained in:
parent
6cbcb9386f
commit
b804ee80ee
35
main.c
35
main.c
|
@ -17,6 +17,12 @@
|
|||
*/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <raymath.h>
|
||||
#include <stdbool.h>
|
||||
#define RCAMERA_IMPLEMENTATION
|
||||
#define RL_CULL_DISTANCE_NEAR 0.01
|
||||
#define RL_CULL_DISTANCE_FAR 1000.0
|
||||
#include "rcamera.h"
|
||||
#include <stddef.h>
|
||||
|
||||
#define MIN(a,b) (((a)<(b))?(a):(b))
|
||||
|
@ -82,12 +88,14 @@ int main(void) {
|
|||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
|
||||
Vector3 player_pos = (Vector3) {0.f, 0.f, 0.f};
|
||||
|
||||
struct ModelDirection rivers[] = {
|
||||
/* 0b12345678
|
||||
|
@ -176,8 +184,24 @@ int main(void) {
|
|||
generate_river(map_data, global_minimum_map_i);
|
||||
|
||||
// SetTargetFPS(60);
|
||||
DisableCursor();
|
||||
while (!WindowShouldClose()) {
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
Vector2 mousePositionDelta = GetMouseDelta();
|
||||
// UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
Vector3 camera_forward = GetCameraForward(&camera);
|
||||
camera.target = Vector3Add(player_pos, (Vector3){0,.2f,0});
|
||||
camera.position = Vector3Add(camera.target, Vector3Scale(camera_forward, -2.f));
|
||||
CameraYaw(&camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, true);
|
||||
CameraPitch(&camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, true, true, false);
|
||||
|
||||
Vector3 camera_forward_flat = camera_forward;
|
||||
camera_forward_flat.y = 0;
|
||||
camera_forward_flat = Vector3Normalize(camera_forward_flat);
|
||||
float velocity = 1.f * GetFrameTime();
|
||||
if (IsKeyDown(KEY_UP)) player_pos = Vector3Add(player_pos, Vector3Scale(camera_forward_flat, velocity));
|
||||
if (IsKeyDown(KEY_DOWN)) player_pos = Vector3Add(player_pos, Vector3Scale(camera_forward_flat, -velocity));
|
||||
if (IsKeyDown(KEY_RIGHT)) player_pos = Vector3Add(player_pos, Vector3Scale(GetCameraRight(&camera), velocity));
|
||||
if (IsKeyDown(KEY_LEFT)) player_pos = Vector3Add(player_pos, Vector3Scale(GetCameraRight(&camera), -velocity));
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
@ -192,7 +216,7 @@ int main(void) {
|
|||
DrawModelEx(cliff,
|
||||
(Vector3){
|
||||
.x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
|
||||
.y = height - 8,
|
||||
.y = height,
|
||||
.z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
|
||||
},
|
||||
(Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
|
||||
|
@ -205,13 +229,16 @@ int main(void) {
|
|||
DrawModelEx(map_data[i].r ? rivers[river_i].model : ground,
|
||||
(Vector3){
|
||||
.x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
|
||||
.y = map_data[i].g - 8, //- (map_gradient_magnitude_data[i].g < 2),
|
||||
.y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2),
|
||||
.z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
|
||||
} , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0,
|
||||
(Vector3) {1,1,1},
|
||||
WHITE);
|
||||
}
|
||||
DrawGrid(20, 10.0f);
|
||||
Vector3 capsule_top = player_pos;
|
||||
capsule_top.y += 0.2f;
|
||||
DrawCapsule(Vector3Add(player_pos, (Vector3){0,.1f,0}), capsule_top, .1f, 8, 8, BLUE);
|
||||
EndMode3D();
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
DrawTexture(map_texture, 0, 0, WHITE);
|
||||
|
|
Loading…
Reference in a new issue