grab and move cube

This commit is contained in:
speckitor
2026-07-05 22:37:41 +07:00
parent 54a2775f28
commit c426dd2d9c
7 changed files with 194 additions and 48 deletions
+19
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@@ -0,0 +1,19 @@
#include "cube.h"
void MyDrawCube(Cube *cube)
{
if (!cube->grabbed && cube->position.y > cube->edge/2.0f)
{
float delta = GetFrameTime();
cube->yvel -= delta*32.0f;
cube->position.y += cube->yvel*delta;
if (cube->position.y <= cube->edge/2.0f)
{
cube->position.y = cube->edge/2.0f;
cube->yvel = 0.0f;
}
}
DrawModelEx(cube->model, cube->position, (Vector3){ 0.0f, 1.0f, 0.0f }, cube->hRotation, (Vector3){ 1.0f, 1.0f, 1.0f }, cube->color);
DrawModelWiresEx(cube->model, cube->position, (Vector3){ 0.0f, 1.0f, 0.0f }, cube->hRotation, (Vector3){ 1.0f, 1.0f, 1.0f }, cube->wiresColor);
}
+20
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@@ -0,0 +1,20 @@
#ifndef CUBE_H
#define CUBE_H
#include "raylib.h"
typedef struct {
bool initialized;
Model model;
Vector3 position;
float edge;
Color color;
Color wiresColor;
bool grabbed;
float yvel;
float hRotation;
} Cube;
void MyDrawCube(Cube *cube);
#endif // CUBE_H
+32 -7
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@@ -1,22 +1,47 @@
#include <stddef.h>
#include <stdio.h>
#include "raylib.h"
#include "cube.h"
#include "player.h"
#include "screen.h"
void DrawLevel00()
Cube cube = {
.initialized = false,
.position = (Vector3){ 0.0f, 0.5f, 0.0f },
.edge = 1.0f,
.color = RED,
.wiresColor = BLACK,
.grabbed = false,
};
void DrawLevel00(Player *player)
{
if (!cube.initialized)
{
cube.model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
cube.initialized = true;
}
const int floorExtent = 25;
const float tileSize = 5.0f;
// Draw floor
for (int y = -floorExtent; y < floorExtent; y++) {
for (int x = -floorExtent; x < floorExtent; x++) {
if ((y & 1) ^ (x & 1)) {
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 }, LIGHTGRAY);
}
}
}
}
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, GREEN); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, YELLOW); // Draw a yellow wall
UpdateGrab(player, &cube); // Check if we grabbed a cube
MyDrawCube(&cube); // Draw a cube
}
+25 -22
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@@ -1,3 +1,4 @@
#include <stddef.h>
#include "raylib.h"
#include "raymath.h"
#include "screen.h"
@@ -16,21 +17,24 @@ int main()
{
InitWindow(800, 600, "Super cool game");
Body player = {0};
Player player = {0};
Camera *camera = &player.camera;
Body *body = &player.body;
player.grab = NULL;
Vector2 sensitivity = { 0.001f, 0.001f };
float headLerp = STAND_HEIGHT;
Camera3D camera = { 0 };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.position = (Vector3) {
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
camera->fovy = 75.0f;
camera->projection = CAMERA_PERSPECTIVE;
camera->position = (Vector3) {
body->position.x,
body->position.y + (BOTTOM_HEIGHT + headLerp),
body->position.z,
};
UpdateFpsCamera(&camera);
UpdateFpsCamera(&player);
DisableCursor();
SetTargetFPS(GAME_FPS);
@@ -39,45 +43,44 @@ int main()
Vector2 mouseDelta = GetMouseDelta();
lookRotation.x -= mouseDelta.x*sensitivity.x;
lookRotation.y += mouseDelta.y*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(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
float delta = GetFrameTime();
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
camera.position = (Vector3){
player.position.x,
player.position.y + (BOTTOM_HEIGHT + headLerp),
player.position.z,
camera->position = (Vector3){
body->position.x,
body->position.y + (BOTTOM_HEIGHT + headLerp),
body->position.z,
};
if (player.grounded && ((forward != 0) || (sideway != 0))) {
if (body->grounded && ((forward != 0) || (sideway != 0))) {
headTimer += delta*3.0f;
walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta);
camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta);
camera->fovy = Lerp(camera->fovy, 55.0f, 5.0f*delta);
}
else {
walkLerp = Lerp(walkLerp, 0.0f, 10.0f*delta);
camera.fovy = Lerp(camera.fovy, 60.0f, 5.0f*delta);
camera->fovy = Lerp(camera->fovy, 60.0f, 5.0f*delta);
}
lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta);
lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
UpdateFpsCamera(&camera);
UpdateFpsCamera(&player);
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawLevel00();
BeginMode3D(*camera);
DrawLevel00(&player);
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
}
+82 -14
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@@ -1,3 +1,4 @@
#include <stddef.h>
#include "raylib.h"
#include "raymath.h"
#include "player.h"
@@ -7,23 +8,26 @@ Vector2 lean = {0};
float headTimer = 0.0f;
float walkLerp = 0.0f;
void UpdateFpsCamera(Camera *camera)
void UpdateFpsCamera(Player *player)
{
Camera *camera = &player->camera;
const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
float maxAngleUp = Vector3Angle(up, yaw);
maxAngleUp -= 0.001f;
maxAngleUp -= 0.001f;
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
float pitchAngle = -lookRotation.y - lean.y;
pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f);
pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f);
Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
float headSin = sinf(headTimer*PI);
float headCos = cosf(headTimer*PI);
const float stepRotation = 0.01f;
@@ -36,14 +40,30 @@ void UpdateFpsCamera(Camera *camera)
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
camera->target = Vector3Add(camera->position, pitch);
if (player->grab)
{
Vector3 forward = Vector3Subtract(camera->target, camera->position);
forward = Vector3Normalize(forward);
Vector3 cubePosition = Vector3Add(camera->target, forward);
player->grab->position = cubePosition;
if (player->grab->position.y <= player->grab->edge/2.0f)
{
player->grab->position.y = player->grab->edge/2.0f;
}
player->grab->hRotation = lookRotation.x * RAD2DEG;
}
}
void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
void UpdateBody(Player *player, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
{
Body *body = &player->body;
Vector2 input = (Vector2){ (float)side, (float)-forward };
#if defined(NORMALIZE_INPUT)
// Slow down diagonal movement
#if defined(NORMALIZE_INPUT)
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
#endif
@@ -57,8 +77,8 @@ void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed
body->grounded = false;
// Sound can be played at this moment
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
//PlaySound(fxJump);
// SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
// PlaySound(fxJump);
}
Vector3 front = (Vector3){ sinf(rot), 0.f, cosf(rot) };
@@ -84,9 +104,21 @@ void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed
body->velocity.x = hvel.x;
body->velocity.z = hvel.z;
body->position.x += body->velocity.x*delta;
body->position.y += body->velocity.y*delta;
body->position.z += body->velocity.z*delta;
float diffx = body->velocity.x*delta;
float diffy = body->velocity.y*delta;
float diffz = body->velocity.z*delta;
body->position.x += diffx;
body->position.y += diffy;
body->position.z += diffz;
if (player->grab)
{
Cube *cube = player->grab;
cube->position.x += diffx;
cube->position.y += diffy;
cube->position.z += diffz;
}
// Fancy collision system against the floor
if (body->position.y <= 0.0f)
@@ -96,3 +128,39 @@ void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed
body->grounded = true; // Enable jumping
}
}
void UpdateGrab(Player *player, Cube *cube)
{
if (IsMouseButtonUp(0))
{
if (player->grab)
{
player->grab->color = RED;
player->grab->grabbed = false;
player->grab = NULL;
}
return;
}
if (player->grab)
{
return;
}
float halfEdge = cube->edge/2;
BoundingBox cubeBox = {
(Vector3){ cube->position.x - halfEdge, cube->position.y - halfEdge, cube->position.z - halfEdge },
(Vector3){ cube->position.x + halfEdge, cube->position.y + halfEdge, cube->position.z + halfEdge }
};
Vector2 screenCenter = { (float)GetScreenWidth()/2.0f, (float)GetScreenHeight()/2.0f};
Ray lookRay = GetScreenToWorldRay(screenCenter, player->camera);
RayCollision collision = GetRayCollisionBox(lookRay, cubeBox);
if (collision.hit && collision.distance <= 2.5f)
{
cube->color = BLUE;
player->grab = cube;
cube->grabbed = true;
}
}
+12 -3
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@@ -3,6 +3,7 @@
#include <stdbool.h>
#include "raylib.h"
#include "cube.h"
#define GRAVITY 32.0f
#define MAX_SPEED 20.0f
@@ -20,10 +21,18 @@ typedef struct {
Vector3 position;
Vector3 velocity;
Vector3 dir;
bool grounded;
bool grounded;
} Body;
void UpdateFpsCamera(Camera *camera);
void UpdateBody(Body *body, float rot, char side, char forward, bool jump, bool crouch);
typedef struct {
Body body;
Camera camera;
Cube *grab;
} Player;
void UpdateFpsCamera(Player *player);
void UpdateBody(Player *player, float rot, char side, char forward, bool jump, bool crouch);
void UpdateGrab(Player *player, Cube *cube);
#endif
+4 -2
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@@ -1,9 +1,11 @@
#ifndef SCREEN_H
#define SCREEN_H
#define GAME_FPS 60
#include "player.h"
#define GAME_FPS 60
#define MAX_COLUMNS 20
void DrawLevel00();
void DrawLevel00(Player *player);
#endif