mirror of https://github.com/mode777/rayjs.git
118 lines
5.2 KiB
JavaScript
118 lines
5.2 KiB
JavaScript
/*******************************************************************************************
|
|
*
|
|
* 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
|
|
|
|
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
|
|
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(floor); // Unload map model
|
|
|
|
closeWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|