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