raylib-zig/examples/models/models_box_collisions.zig

120 lines
4.5 KiB
Zig

const rl = @import("raylib");
pub fn main() anyerror!void {
const screenWidth: i32 = 800;
const screenHeight: i32 = 450;
rl.initWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// De-Initialization
//--------------------------------------------------------------------------------------
defer rl.closeWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
// Define the camera to look into our 3d world
const camera: rl.Camera = .{
.position = .{ .x = 0.0, .y = 10.0, .z = 10.0 },
.target = .{ .x = 0.0, .y = 0.0, .z = 0.0 },
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
.fovy = 45.0,
.projection = .perspective,
};
var playerPosition: rl.Vector3 = .{ .x = 0.0, .y = 1.0, .z = 2.0 };
const playerSize: rl.Vector3 = .{ .x = 1.0, .y = 2.0, .z = 1.0 };
var playerColor: rl.Color = .green;
const enemyBoxPos: rl.Vector3 = .{ .x = -4.0, .y = 1.0, .z = 0.0 };
const enemyBoxSize: rl.Vector3 = .{ .x = 2.0, .y = 2.0, .z = 2.0 };
const enemySpherePos: rl.Vector3 = .{ .x = 4.0, .y = 0.0, .z = 0.0 };
const enemySphereSize: f32 = 1.5;
var collision: bool = false;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
while (!rl.windowShouldClose()) {
// Update
//----------------------------------------------------------------------------------
// Move player
if (rl.isKeyDown(.right)) playerPosition.x += 0.2 else if (rl.isKeyDown(.left)) playerPosition.x -= 0.2 else if (rl.isKeyDown(.down)) playerPosition.z += 0.2 else if (rl.isKeyDown(.up)) playerPosition.z -= 0.2;
collision = false;
// Check collisions player vs enemy-box
if (rl.checkCollisionBoxes(.{
.min = .{
.x = playerPosition.x - playerSize.x / 2,
.y = playerPosition.y - playerSize.y / 2,
.z = playerPosition.z - playerSize.z / 2,
},
.max = .{
.x = playerPosition.x + playerSize.x / 2,
.y = playerPosition.y + playerSize.y / 2,
.z = playerPosition.z + playerSize.z / 2,
},
}, .{
.min = .{
.x = enemyBoxPos.x - enemyBoxSize.x / 2,
.y = enemyBoxPos.y - enemyBoxSize.y / 2,
.z = enemyBoxPos.z - enemyBoxSize.z / 2,
},
.max = .{
.x = enemyBoxPos.x + enemyBoxSize.x / 2,
.y = enemyBoxPos.y + enemyBoxSize.y / 2,
.z = enemyBoxPos.z + enemyBoxSize.z / 2,
},
})) collision = true;
// Check collisions player vs enemy-sphere
if (rl.checkCollisionBoxSphere(.{
.min = .{
.x = playerPosition.x - playerSize.x / 2,
.y = playerPosition.y - playerSize.y / 2,
.z = playerPosition.z - playerSize.z / 2,
},
.max = .{
.x = playerPosition.x + playerSize.x / 2,
.y = playerPosition.y + playerSize.y / 2,
.z = playerPosition.z + playerSize.z / 2,
},
}, enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = .red else playerColor = .green;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
// Draw enemy-box
rl.drawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, .gray);
rl.drawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, .dark_gray);
// Draw enemy-sphere
rl.drawSphere(enemySpherePos, enemySphereSize, .gray);
rl.drawSphereWires(enemySpherePos, enemySphereSize, 16, 16, .dark_gray);
// Draw player
rl.drawCubeV(playerPosition, playerSize, playerColor);
rl.drawGrid(10, 1.0); // Draw a grid
}
rl.drawText("Move player with arrow keys to collide", 220, 40, 20, .gray);
rl.drawFPS(10, 10);
//----------------------------------------------------------------------------------
}
}