mirror of https://github.com/mode777/rayjs.git
118 lines
5.2 KiB
JavaScript
118 lines
5.2 KiB
JavaScript
/*******************************************************************************************
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*
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* raylib [models] example - first person maze
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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initWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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// Define the camera to look into our 3d world
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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);
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const position = new Vector3(0,0,0); // Set model position
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const imMap = loadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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const cubicmap = loadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
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const mesh = genMeshCubicmap(imMap, new Vector3(1.0, 1.0, 1.0));
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const model = loadModelFromMesh(mesh);
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// 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
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//model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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const mat = loadMaterialDefault()
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setMaterialTexture(mat, MATERIAL_MAP_DIFFUSE, texture)
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setModelMaterial(model,0,mat)
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// Get map image data to be used for collision detection
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const mapPixels = new Uint8Array(loadImageColors(imMap));
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unloadImage(imMap); // Unload image from RAM
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let mapPosition = new Vector3( -16.0, 0.0, -8.0); // Set model position
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disableCursor(); // Limit cursor to relative movement inside the window
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setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!windowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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let oldCamPos = camera.position; // Store old camera position
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updateCamera(camera, CAMERA_FIRST_PERSON);
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// Check player collision (we simplify to 2D collision detection)
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const playerPos = new Vector2(camera.position.x, camera.position.z);
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const playerRadius = 0.1; // Collision radius (player is modelled as a cilinder for collision)
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let playerCellX = Math.floor(playerPos.x - mapPosition.x + 0.5);
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let playerCellY = Math.floor(playerPos.y - mapPosition.z + 0.5);
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// Out-of-limits security check
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if (playerCellX < 0) playerCellX = 0;
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else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
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if (playerCellY < 0) playerCellY = 0;
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else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
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// Check map collisions using image data and player position
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// TODO: Improvement: Just check player surrounding cells for collision
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for (let y = 0; y < cubicmap.height; y++)
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{
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for (let x = 0; x < cubicmap.width; x++)
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{
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const pixelValR = mapPixels[((y*cubicmap.width + x)*4)]
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if ((pixelValR == 255) && // Collision: white pixel, only check R channel
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(checkCollisionCircleRec(playerPos, playerRadius, new Rectangle(
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mapPosition.x - 0.5 + x*1.0,
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mapPosition.z - 0.5 + y*1.0, 1.0, 1.0 ))))
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{
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// Collision detected, reset camera position
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camera.position = oldCamPos;
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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beginDrawing();
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clearBackground(RAYWHITE);
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beginMode3D(camera);
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drawModel(model, mapPosition, 1.0, WHITE); // Draw maze map
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endMode3D();
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drawTextureEx(cubicmap, new Vector2(getScreenWidth() - cubicmap.width*4.0 - 20, 20.0), 0.0, 4.0, WHITE);
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drawRectangleLines(getScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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// Draw player position radar
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drawRectangle(getScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
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drawFPS(10, 10);
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endDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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unloadTexture(cubicmap); // Unload cubicmap texture
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unloadTexture(texture); // Unload map texture
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unloadModel(model); // Unload map model
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closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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