feat: player movement and camera control

This commit is contained in:
Orangerot 2025-05-30 17:39:13 +02:00
parent 6cbcb9386f
commit b804ee80ee

35
main.c
View file

@ -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);