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#include <raylib.h>
#include <stdio.h>
#include <math.h>

#include "world.h"
#include "globals.h"
#include "player.h"

Color colors[7] = {
	GREEN,
	BLUE,
	RED,
	YELLOW,
	ORANGE,
	PURPLE,
	WHITE
};

void drawWorld(World *world)
{
	int cubeMaterial;
	Color cubeColor;
	for (int x=0;x<WORLD_WIDTH;  x++)
	for (int y=0;y<WORLD_HEIGHT; y++)
	for (int z=0;z<WORLD_WIDTH;  z++) {
		cubeMaterial = world->map[y][x][z];
		switch (cubeMaterial) {
			case 1 ... 7:
			cubeColor=colors[cubeMaterial-1];
			draw:
				DrawCube(
					(Vector3){
						(float)x,
						(float)y,
						(float)z
					},
					1.0f, 1.0f, 1.0f,
					cubeColor
				);
				DrawCubeWires(
					(Vector3){
						(float)x,
						(float)y,
						(float)z
					},
					1.0f, 1.0f, 1.0f,
					BLACK
				);
				break;
		}
	}
}

void handleCollision(World *world, Player *player)
{
	int posX, posY, posZ;
	posX = (int)player->pos.x;
	posY = (int)player->pos.y;
	posZ = (int)player->pos.z;
	//Floor check:
	if (world->map[posY][posX][posZ]!=0) {
		player->is_on_floor=1;
		if (player->velocity.y < 0.0f) {
			player->velocity.y = 0.0f;
		}
	} else {
		player->is_on_floor=0;
	}
	if (world->map[posY][posX][posZ]!=0
	&& (float)posY!=player->pos.y) {
		player->camera.position.y=(float)posY+2;
		//player->velocity.y = 0.0f;
	}
}

void handleGravity(World *world, Player *player)
{
	if (player->velocity.y > 0.0f) {
		player->velocity.y *= 0.9f;
	}
	if (player->velocity.y <= 0.1f && player->velocity.y > 0.0f) {
		player->velocity.y = 0.0f;
	}
	int posX, posY, posZ;
	posX = (int)player->pos.x;
	posY = (int)player->pos.y;
	posZ = (int)player->pos.z;
	printf(
			"Player.pos.y:\t%d\n"
			"Player.pos.x:\t%d\n"
			"Player.pos.z:\t%d\n",
			posY,
			posX,
			posZ
			);
	printf("%d\n", (int)world->map[posY][posX][posZ]);
	if (player->velocity.y <= 0.0f
	&& world->map[posY][posX][posZ]==0) {
		player->velocity.y -= 0.1f;
	}
}