rayjs/examples/models/models_first_person_maze.js

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/*******************************************************************************************
*
* raylib [models] example - first person maze
*
* Example originally created with raylib 2.5, last time updated with raylib 3.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
const screenHeight = 450;
initWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
// Define the camera to look into our 3d world
const camera = new Camera3D(new Vector3(0.2, 0.4, 0.2),new Vector3(0.185, 0.4, 0.0),new Vector3(0,1,0), 45, CAMERA_PERSPECTIVE);
const position = new Vector3(0,0,0); // Set model position
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const imMap = loadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
const cubicmap = loadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
const mesh = genMeshCubicmap(imMap, new Vector3(1.0, 1.0, 1.0));
const model = loadModelFromMesh(mesh);
// NOTE: By default each cube is mapped to one part of texture atlas
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const texture = loadTexture("resources/cubicmap_atlas.png"); // Load map texture
//model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
const mat = loadMaterialDefault()
setMaterialTexture(mat, MATERIAL_MAP_DIFFUSE, texture)
setModelMaterial(model,0,mat)
// Get map image data to be used for collision detection
const mapPixels = new Uint8Array(loadImageColors(imMap));
unloadImage(imMap); // Unload image from RAM
let mapPosition = new Vector3( -16.0, 0.0, -8.0); // Set model position
disableCursor(); // Limit cursor to relative movement inside the window
setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!windowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
let oldCamPos = camera.position; // Store old camera position
updateCamera(camera, CAMERA_FIRST_PERSON);
// Check player collision (we simplify to 2D collision detection)
const playerPos = new Vector2(camera.position.x, camera.position.z);
const playerRadius = 0.1; // Collision radius (player is modelled as a cilinder for collision)
let playerCellX = Math.floor(playerPos.x - mapPosition.x + 0.5);
let playerCellY = Math.floor(playerPos.y - mapPosition.z + 0.5);
// Out-of-limits security check
if (playerCellX < 0) playerCellX = 0;
else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
if (playerCellY < 0) playerCellY = 0;
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
// Check map collisions using image data and player position
// TODO: Improvement: Just check player surrounding cells for collision
for (let y = 0; y < cubicmap.height; y++)
{
for (let x = 0; x < cubicmap.width; x++)
{
const pixelValR = mapPixels[((y*cubicmap.width + x)*4)]
if ((pixelValR == 255) && // Collision: white pixel, only check R channel
(checkCollisionCircleRec(playerPos, playerRadius, new Rectangle(
mapPosition.x - 0.5 + x*1.0,
mapPosition.z - 0.5 + y*1.0, 1.0, 1.0 ))))
{
// Collision detected, reset camera position
camera.position = oldCamPos;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
beginDrawing();
clearBackground(RAYWHITE);
beginMode3D(camera);
drawModel(model, mapPosition, 1.0, WHITE); // Draw maze map
endMode3D();
drawTextureEx(cubicmap, new Vector2(getScreenWidth() - cubicmap.width*4.0 - 20, 20.0), 0.0, 4.0, WHITE);
drawRectangleLines(getScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
// Draw player position radar
drawRectangle(getScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
drawFPS(10, 10);
endDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
unloadTexture(cubicmap); // Unload cubicmap texture
unloadTexture(texture); // Unload map texture
unloadModel(model); // Unload map model
closeWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------