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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;
}
}
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