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main.c
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main.c
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#include "raylib.h"
int main(void)
{
//Inicialización
const int screenWidth = 1280;
const int screenHeight = 720;
InitWindow(screenWidth, screenHeight, "Verzach3's FPS Test");
//--------------------------------------------------------------------------------------
//Player
Vector3 playerPosition = (Vector3) { 0.0f, 1.0f, -2.0f };
Vector3 playerSize = { 0.5f, 1.0f, 0.5f };
Color playerColor = GREEN;
//--------------------------------------------------------------------------------------
//Camera
Camera camera = { 0 };
camera.position = (Vector3) { 0.0f, 3.0f, -4.0f} ;
camera.target = playerPosition;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.type = CAMERA_PERSPECTIVE;
SetCameraMode(camera, CAMERA_THIRD_PERSON);
//--------------------------------------------------------------------------------------
//Enemigos
//BOX
Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
Vector3 enemyBoxPos2 = { 6.0f, 1.0f, 0.0f };
Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
//Sphere
Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
float enemySphereSize = 1.5f;
//Booleano de colisiones
bool collision = false;
//FPS Objetivo
SetTargetFPS(60);
// ToggleFullscreen();
//Main Game Loop
while (!WindowShouldClose()) //Detecta ESC o el boton de cerrar
{
//Update routines
//----------------------------------------------------------------------------------
//Colisiones
Vector3 oldCamPos = camera.position;
//Actualiza la camara
camera.target = playerPosition;
//Movimiento del jugador
if (IsKeyDown(KEY_D)) playerPosition.x -= 0.2f;
else if (IsKeyDown(KEY_A)) playerPosition.x += 0.2f;
else if (IsKeyDown(KEY_S)) playerPosition.z -= 0.2f;
else if (IsKeyDown(KEY_W)) playerPosition.z += 0.2f;
else if (IsKeyDown(KEY_SPACE)) camera.fovy += 0.5f;
UpdateCamera(&camera);
// Check collisions player vs enemy-box
if (CheckCollisionBoxes(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
(BoundingBox){
(Vector3){
enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){
enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 }
})) collision = true;
// Check collisions player vs enemy-sphere
else if (CheckCollisionBoxSphere(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
enemySpherePos, enemySphereSize)) collision = true;
else collision = false;
if (collision) DrawText("Collide", 220, 40, 20, BLUE);
else DrawText("Dont Collide", 220, 40, 20, BLUE);
//Colisiones
if (collision) camera.position = oldCamPos;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw enemy-box
DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
//
DrawCube(enemyBoxPos2, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
//
// Draw enemy-sphere
DrawSphere(enemySpherePos, enemySphereSize, GRAY);
DrawSphere((Vector3) { 1.0f, 1.0f, 1.0f}, enemySphereSize, RED);
DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
// Draw player
DrawCubeV(playerPosition, playerSize, playerColor);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}