player struct and cool fucking button
This commit is contained in:
@@ -0,0 +1,47 @@
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#include "button.h"
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#include "cube.h"
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#include "raylib.h"
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void DrawButton(Button *button, Cube *cube)
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{
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bool pressed = !cube->grabbed && CheckCollisionBoxes(
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(BoundingBox){
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(Vector3){
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button->position.x - button->length / 2.0f,
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button->position.y - button->height / 2.0f,
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button->position.z - button->length / 2.0f,
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},
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(Vector3){
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button->position.x + button->length / 2.0f,
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button->position.y + button->height / 2.0f,
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button->position.z + button->length / 2.0f,
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},
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},
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(BoundingBox){
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(Vector3){
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cube->position.x - cube->edge / 2.0f,
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cube->position.y - cube->edge / 2.0f,
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cube->position.z - cube->edge / 2.0f,
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},
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(Vector3){
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cube->position.x + cube->edge / 2.0f,
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cube->position.y + cube->edge / 2.0f,
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cube->position.z + cube->edge / 2.0f,
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},
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});
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if (pressed)
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{
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button->height = cube->position.y - cube->edge / 2.0f;
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button->color = RED;
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button->pressed = true;
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}
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else
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{
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button->height = 0.2f;
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button->color = BLUE;
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button->pressed = false;
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}
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DrawCube(button->position, button->length, button->height, button->length, button->color);
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}
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@@ -0,0 +1,17 @@
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#ifndef BUTTON_H
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#define BUTTON_H
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#include "cube.h"
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typedef struct
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{
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Vector3 position;
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float length;
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float height;
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Color color;
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bool pressed;
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} Button;
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void DrawButton(Button *button, Cube *cube);
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#endif // BUTTON_H
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+13
-3
@@ -1,3 +1,4 @@
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#include "button.h"
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#include "cube.h"
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#include "player.h"
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#include "raylib.h"
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@@ -5,10 +6,18 @@
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#include <stddef.h>
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#include <stdio.h>
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Button button = {
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.position = (Vector3){0.0f, 0.0f, 0.0f},
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.length = 1.0f,
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.height = 0.1f,
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.color = BLUE,
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.pressed = false,
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};
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Cube cube = {
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.initialized = false,
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.position = (Vector3){0.0f, 0.5f, 0.0f},
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.edge = 1.0f,
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.edge = 0.8f,
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.color = RED,
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.wiresColor = BLACK,
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.grabbed = false,
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@@ -18,7 +27,7 @@ void DrawLevel00(Player *player)
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{
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if (!cube.initialized)
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{
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cube.model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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cube.model = LoadModelFromMesh(GenMeshCube(cube.edge, cube.edge, cube.edge));
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cube.initialized = true;
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}
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@@ -43,5 +52,6 @@ void DrawLevel00(Player *player)
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UpdateGrab(player, &cube); // Check if we grabbed a cube
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MyDrawCube(&cube); // Draw a cube
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MyDrawCube(&cube); // Draw a cube
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DrawButton(&button, &cube); // Draw a button
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}
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+8
-17
@@ -4,15 +4,6 @@
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#include "screen.h"
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#include <stddef.h>
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extern Vector2 lookRotation;
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extern Vector2 lean;
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extern float headTimer;
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extern float walkLerp;
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static float heights[MAX_COLUMNS] = {0};
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static Vector3 positions[MAX_COLUMNS] = {0};
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static Color colors[MAX_COLUMNS] = {0};
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int main()
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{
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InitWindow(1600, 900, "Super cool game");
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@@ -42,14 +33,14 @@ int main()
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while (!WindowShouldClose())
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{
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Vector2 mouseDelta = GetMouseDelta();
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lookRotation.x -= mouseDelta.x * sensitivity.x;
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lookRotation.y += mouseDelta.y * sensitivity.y;
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player.lookRotation.x -= mouseDelta.x * sensitivity.x;
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player.lookRotation.y += mouseDelta.y * sensitivity.y;
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char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
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char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
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bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
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UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
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UpdateBody(&player, player.lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
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float delta = GetFrameTime();
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headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f * delta);
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@@ -61,18 +52,18 @@ int main()
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if (body->grounded && ((forward != 0) || (sideway != 0)))
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{
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headTimer += delta * 3.0f;
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walkLerp = Lerp(walkLerp, 1.0f, 10.0f * delta);
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player.headTimer += delta * 3.0f;
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player.walkLerp = Lerp(player.walkLerp, 1.0f, 10.0f * delta);
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camera->fovy = Lerp(camera->fovy, 55.0f, 5.0f * delta);
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}
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else
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{
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walkLerp = Lerp(walkLerp, 0.0f, 10.0f * delta);
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player.walkLerp = Lerp(player.walkLerp, 0.0f, 10.0f * delta);
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camera->fovy = Lerp(camera->fovy, 60.0f, 5.0f * delta);
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}
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lean.x = Lerp(lean.x, sideway * 0.02f, 10.0f * delta);
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lean.y = Lerp(lean.y, forward * 0.015f, 10.0f * delta);
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player.lean.x = Lerp(player.lean.x, sideway * 0.02f, 10.0f * delta);
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player.lean.y = Lerp(player.lean.y, forward * 0.015f, 10.0f * delta);
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UpdateFpsCamera(&player);
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+9
-14
@@ -3,11 +3,6 @@
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#include "raymath.h"
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#include <stddef.h>
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Vector2 lookRotation = {0};
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Vector2 lean = {0};
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float headTimer = 0.0f;
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float walkLerp = 0.0f;
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void UpdateFpsCamera(Player *player)
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{
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Camera *camera = &player->camera;
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@@ -15,32 +10,32 @@ void UpdateFpsCamera(Player *player)
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const Vector3 up = (Vector3){0.0f, 1.0f, 0.0f};
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const Vector3 targetOffset = (Vector3){0.0f, 0.0f, -1.0f};
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Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
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Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, player->lookRotation.x);
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float maxAngleUp = Vector3Angle(up, yaw);
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maxAngleUp -= 0.001f;
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if (-(lookRotation.y) > maxAngleUp)
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if (-(player->lookRotation.y) > maxAngleUp)
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{
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lookRotation.y = -maxAngleUp;
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player->lookRotation.y = -maxAngleUp;
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}
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Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
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float pitchAngle = -lookRotation.y - lean.y;
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float pitchAngle = -player->lookRotation.y - player->lean.y;
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pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f);
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Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
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float headSin = sinf(headTimer * PI);
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float headCos = cosf(headTimer * PI);
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float headSin = sinf(player->headTimer * PI);
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float headCos = cosf(player->headTimer * PI);
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const float stepRotation = 0.01f;
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camera->up = Vector3RotateByAxisAngle(up, pitch, headSin * stepRotation + lean.x);
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camera->up = Vector3RotateByAxisAngle(up, pitch, headSin * stepRotation + player->lean.x);
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const float bobSide = 0.1f;
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const float bobUp = 0.15f;
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Vector3 bobbing = Vector3Scale(right, headSin * bobSide);
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bobbing.y = fabsf(headCos * bobUp);
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camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
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camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, player->walkLerp));
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camera->target = Vector3Add(camera->position, pitch);
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if (player->grab)
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@@ -56,7 +51,7 @@ void UpdateFpsCamera(Player *player)
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{
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player->grab->position.y = player->grab->edge / 2.0f;
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}
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player->grab->hRotation = lookRotation.x * RAD2DEG; // Rottate cube to be perpendicular to camera
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player->grab->hRotation = player->lookRotation.x * RAD2DEG; // Rottate cube to be perpendicular to camera
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}
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}
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@@ -5,6 +5,7 @@
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#include "raylib.h"
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#include <stdbool.h>
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// Some constants
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#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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@@ -28,7 +29,14 @@ typedef struct
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typedef struct
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{
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Body body;
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// Camera stuff
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Camera camera;
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Vector2 lookRotation;
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Vector2 lean;
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float headTimer;
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float walkLerp;
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Cube *grab;
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} Player;
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