comments, clang-format and screensize
This commit is contained in:
@@ -0,0 +1,4 @@
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BasedOnStyle: LLVM
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IndentWidth: 4
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ColumnLimit: 120
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BreakBeforeBraces: Allman
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@@ -1,6 +1,11 @@
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all: build/game
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build/game: src/*
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mkdir -p build
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gcc -o build/game src/* \
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-I./raylib-6.0_linux_amd64/include \
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-L./raylib-6.0_linux_amd64/lib \
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-l:libraylib.a -lm -lX11
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format:
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find src/ -type f | xargs clang-format -i
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+10
-7
@@ -2,18 +2,21 @@
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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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// Gravity
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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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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->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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DrawModelEx(cube->model, cube->position, (Vector3){0.0f, 1.0f, 0.0f}, cube->hRotation, (Vector3){1.0f, 1.0f, 1.0f},
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cube->color);
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DrawModelWiresEx(cube->model, cube->position, (Vector3){0.0f, 1.0f, 0.0f}, cube->hRotation,
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(Vector3){1.0f, 1.0f, 1.0f}, cube->wiresColor);
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}
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+2
-1
@@ -3,7 +3,8 @@
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#include "raylib.h"
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typedef struct {
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typedef struct
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{
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bool initialized;
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Model model;
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Vector3 position;
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+10
-10
@@ -1,13 +1,13 @@
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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 "raylib.h"
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#include "screen.h"
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#include <stddef.h>
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#include <stdio.h>
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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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.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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@@ -32,16 +32,16 @@ void DrawLevel00(Player *player)
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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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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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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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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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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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}
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+26
-23
@@ -1,8 +1,8 @@
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#include <stddef.h>
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#include "player.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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#include "player.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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@@ -15,20 +15,20 @@ static Color colors[MAX_COLUMNS] = {0};
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int main()
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{
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InitWindow(800, 600, "Super cool game");
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InitWindow(1600, 900, "Super cool game");
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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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Vector2 sensitivity = {0.001f, 0.001f};
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float headLerp = STAND_HEIGHT;
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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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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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@@ -39,10 +39,11 @@ int main()
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DisableCursor();
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SetTargetFPS(GAME_FPS);
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while (!WindowShouldClose()) {
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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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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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@@ -51,36 +52,38 @@ int main()
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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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headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f * delta);
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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 (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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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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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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else
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{
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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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}
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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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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(&player);
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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BeginMode3D(*camera);
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DrawLevel00(&player);
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EndMode3D();
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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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DrawFPS(10, 10);
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EndDrawing();
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}
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+50
-39
@@ -1,75 +1,81 @@
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#include <stddef.h>
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#include "player.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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#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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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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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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if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
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if (-(lookRotation.y) > maxAngleUp)
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{
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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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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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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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camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x);
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camera->up = Vector3RotateByAxisAngle(up, pitch, headSin * stepRotation + 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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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->target = Vector3Add(camera->position, pitch);
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if (player->grab)
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{
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// Move cube where your camera looks
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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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// Don't let putting grab under the floor
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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; // Rottate cube to be perpendicular to camera
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}
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}
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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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Vector2 input = (Vector2){(float)side, (float)-forward};
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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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if ((side != 0) && (forward != 0))
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input = Vector2Normalize(input);
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#endif
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float delta = GetFrameTime();
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if (!body->grounded) body->velocity.y -= GRAVITY*delta;
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if (!body->grounded)
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body->velocity.y -= GRAVITY * delta;
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if (body->grounded && jumpPressed)
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{
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@@ -81,37 +87,43 @@ void UpdateBody(Player *player, float rot, char side, char forward, bool jumpPre
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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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Vector3 right = (Vector3){ cosf(-rot), 0.f, sinf(-rot) };
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Vector3 front = (Vector3){sinf(rot), 0.f, cosf(rot)};
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Vector3 right = (Vector3){cosf(-rot), 0.f, sinf(-rot)};
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Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
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body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
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Vector3 desiredDir = (Vector3){
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input.x * right.x + input.y * front.x,
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0.0f,
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input.x * right.z + input.y * front.z,
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};
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body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL * delta);
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float decel = (body->grounded ? FRICTION : AIR_DRAG);
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Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel };
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Vector3 hvel = (Vector3){body->velocity.x * decel, 0.0f, body->velocity.z * decel};
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float hvelLength = Vector3Length(hvel); // Magnitude
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if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
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if (hvelLength < (MAX_SPEED * 0.01f))
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hvel = (Vector3){0};
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// This is what creates strafing
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float speed = Vector3DotProduct(hvel, body->dir);
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float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
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float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
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hvel.x += body->dir.x*accel;
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hvel.z += body->dir.z*accel;
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float maxSpeed = (crouchHold ? CROUCH_SPEED : MAX_SPEED);
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float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL * delta);
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hvel.x += body->dir.x * accel;
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hvel.z += body->dir.z * accel;
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body->velocity.x = hvel.x;
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body->velocity.z = hvel.z;
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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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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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// Move grab with the player
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if (player->grab)
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{
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Cube *cube = player->grab;
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@@ -147,13 +159,12 @@ void UpdateGrab(Player *player, Cube *cube)
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return;
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}
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float halfEdge = cube->edge/2;
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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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(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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Vector2 screenCenter = { (float)GetScreenWidth()/2.0f, (float)GetScreenHeight()/2.0f};
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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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+15
-13
@@ -1,30 +1,32 @@
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#ifndef PLAYER_H
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#define PLAYER_H
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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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#include "raylib.h"
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#include <stdbool.h>
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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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#define JUMP_FORCE 12.0f
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#define CONTROL 15.0f
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#define MAX_ACCEL 150.0f
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||||
#define FRICTION 0.86f
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#define AIR_DRAG 0.98f
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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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#define JUMP_FORCE 12.0f
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#define CONTROL 15.0f
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#define MAX_ACCEL 150.0f
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#define FRICTION 0.86f
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||||
#define AIR_DRAG 0.98f
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||||
#define BOTTOM_HEIGHT 0.5f
|
||||
#define CROUCH_HEIGHT 0.4f
|
||||
#define STAND_HEIGHT 1.0f
|
||||
#define STAND_HEIGHT 1.0f
|
||||
|
||||
typedef struct {
|
||||
typedef struct
|
||||
{
|
||||
Vector3 position;
|
||||
Vector3 velocity;
|
||||
Vector3 dir;
|
||||
bool grounded;
|
||||
} Body;
|
||||
|
||||
typedef struct {
|
||||
typedef struct
|
||||
{
|
||||
Body body;
|
||||
Camera camera;
|
||||
Cube *grab;
|
||||
|
||||
Reference in New Issue
Block a user