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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;
}
}
}
int intersects(Vector3 h1, Vector3 h2, Vector3 pos1, Vector3 pos2)
{
return (
pos1.x <= h2.x+pos2.x &&
h1.x+pos1.x >= h2.x &&
pos1.y <= h2.y+pos2.y &&
h1.y+pos1.y >= h2.y &&
pos1.z <= h2.z+pos2.z &&
h1.z+pos1.z >= h2.z
);
}
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;
player->is_on_floor=0;
for(int x=-1;x<2;x++)
for(int y=-1;y<2;y++)
for(int z=-1;z<2;z++) {
int cPosX, cPosY, cPosZ;
cPosX = posX+x;
cPosY = posY+y;
cPosZ = posZ+z;
if (world->map[cPosY][cPosX][cPosZ]!=0) {
int inter = intersects(
player->hitbox,
(Vector3){1.0f, 1.0f, 1.0f},
player->pos,
(Vector3){
(float)cPosX,
(float)cPosY-1,
(float)cPosZ,
}
);
if (inter) {
player->velocity.y=0.0f;
player->pos.y=cPosY+1.0f;
player->is_on_floor=1;
}
}
}
}
void handleGravity(World *world, Player *player)
{
//if (player->velocity.y > 0.0f) {
// player->velocity.y *= 0.9f;
//}
int posX, posY, posZ;
posX = (int)player->pos.x;
posY = (int)player->pos.y;
posZ = (int)player->pos.z;
player->velocity.y -= 0.01f;
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 -= 0.01f;
//}
}
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