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#include "shooterScreen.h"
#include "game.h"
#include <raylib.h>
#include <raymath.h>
void initShooterScreeen(ShooterScreen* shooterScreen, Game* game)
{
// Setup player.
shooterScreen->player = (ShooterPlayer){
.camera = (Camera3D){
.up = (Vector3){0.0, 1.0, 0.0},
.fovy = 90.0,
.projection = CAMERA_PERSPECTIVE
},
.position = (Vector3){0.0, PLAYER_HEIGHT, 0.0},
.direction = (Vector3){0.0, 0.0, 1.0},
.velocity = Vector3Zero(),
.cameraAngle = Vector2Zero(),
.jumpStage = 0
};
}
void updateShooterScreenControls(ShooterScreen* shooterScreen, Game* game)
{
ShooterPlayer* player = &shooterScreen->player;
Vector2 mouseDelta = Vector2Scale(GetMouseDelta(), MOUSE_SPEED);
// Update camera angle.
player->cameraAngle = Vector2Add(player->cameraAngle, mouseDelta);
player->cameraAngle.x = Wrap(player->cameraAngle.x, -PI, PI);
player->cameraAngle.y = Clamp(player->cameraAngle.y, -PI / 2.5, PI / 2.5);
// Set direction.
Matrix matrix = MatrixRotateXYZ((Vector3){-player->cameraAngle.y, player->cameraAngle.x, 0.0});
player->direction = (Vector3){matrix.m2, matrix.m6, matrix.m10};
// Update velocity.
player->velocity = Vector3Zero();
if (IsKeyDown(KEY_W))
{
player->velocity.z += cos(player->cameraAngle.x);
player->velocity.x += -sin(player->cameraAngle.x);
}
if (IsKeyDown(KEY_A))
{
player->velocity.z += cos(player->cameraAngle.x - (PI / 2.0));
player->velocity.x += -sin(player->cameraAngle.x - (PI / 2.0));
}
if (IsKeyDown(KEY_S))
{
player->velocity.z += -cos(player->cameraAngle.x);
player->velocity.x += sin(player->cameraAngle.x);
}
if (IsKeyDown(KEY_D))
{
player->velocity.z += cos(player->cameraAngle.x + (PI / 2.0));
player->velocity.x += -sin(player->cameraAngle.x + (PI / 2.0));
}
// Jump
if (IsKeyPressed(KEY_SPACE))
{
player->jumpStage = 1;
}
player->velocity = Vector3Scale(player->velocity, PLAYER_SPEED);
}
void updateShooterScreenJump(ShooterScreen* shooterScreen, Game* game)
{
ShooterPlayer* player = &shooterScreen->player;
switch (player->jumpStage)
{
case 0: // No Jumpy
break;
case 1: // Jump up
player->velocity.y = PLAYER_JUMP_SPEED;
if (player->position.y >= PLAYER_JUMP_HEIGHT + PLAYER_HEIGHT)
{
player->jumpStage = 2;
}
break;
case 2: // Fall
player->velocity.y = -PLAYER_FALL_SPEED;
if (player->position.y <= PLAYER_HEIGHT)
{
player->jumpStage = 0;
player->position.y = PLAYER_HEIGHT;
}
break;
default:
break;
}
}
void updateShooterScreen(ShooterScreen* shooterScreen, Game* game)
{
ShooterPlayer* player = &shooterScreen->player;
ClearBackground(PINK);
updateShooterScreenControls(shooterScreen, game);
updateShooterScreenJump(shooterScreen, game);
// Apply velocity.
player->position = Vector3Add(
player->position,
Vector3Scale(player->velocity, GetFrameTime())
);
// Camera things.
player->camera.position = player->position;
player->camera.target = Vector3Add(player->position, player->direction);
// Draw 3d scene.
BeginMode3D(shooterScreen->player.camera);
DrawGrid(32, 2.0);
EndMode3D();
}
void closeShooterScreen(ShooterScreen* shooterScreen)
{
}
void enterShooterScreen(Game* game)
{
game->currentScreen = SHOOTER_SCREEN;
DisableCursor();
}
void leaveShooterScreen(Game* game)
{
EnableCursor();
}
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