mirror of
https://github.com/tonytins/playbark.git
synced 2025-04-30 02:21:41 -04:00
143 lines
4.2 KiB
C#
143 lines
4.2 KiB
C#
// I hereby waive this project under the public domain - see UNLICENSE for details.
|
|
|
|
/// <summary>
|
|
/// Retrieves configuration settings from a TOML file if it exists; otherwise, returns a default configuration.
|
|
/// </summary>
|
|
/// <param name="file">The name of the configuration file (defaults to "config.toml").</param>
|
|
/// <returns>A Config object populated with values from the file, or a default Config instance if the file is not found.</returns>
|
|
static Config Settings(string file)
|
|
{
|
|
var cfgPath = Path.Combine(Tracer.AppDirectory, file);
|
|
|
|
if (!File.Exists(cfgPath))
|
|
{
|
|
Tracer.WriteLine("Config file not found. Switching to defaults.");
|
|
var config = new Config
|
|
{
|
|
Width = 600,
|
|
Height = 450
|
|
};
|
|
|
|
return config;
|
|
}
|
|
|
|
Tracer.WriteLine($"Discovered config file: {cfgPath}");
|
|
var toml = File.ReadAllText(cfgPath);
|
|
var model = Toml.ToModel<Config>(toml);
|
|
|
|
return model;
|
|
}
|
|
|
|
// Update and Draw
|
|
unsafe int Game()
|
|
{
|
|
var config = Settings("config.toml");
|
|
InitWindow(config.Width, config.Height, "PlayBark");
|
|
|
|
var pos = new Vector3(0.2f, 0.4f, 0.2f);
|
|
var target = new Vector3(0.0f, 0.0f, 0.0f);
|
|
var up = new Vector3(0.0f, 1.0f, 0.0f);
|
|
var camera = World3D.Camera(pos, target, up, CameraProjection.Perspective);
|
|
|
|
var imMap = LoadImage("resources/cubicmap.png");
|
|
var cubicmap = LoadTextureFromImage(imMap);
|
|
var model = World3D.CubicMap(imMap);
|
|
|
|
var texture = LoadTexture("resources/cubicmap_atlas.png");
|
|
|
|
// Set map diffuse texture
|
|
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
|
|
|
// Get image map data to be used for collission
|
|
var mapPixels = LoadImageColors(imMap);
|
|
UnloadImage(imMap);
|
|
|
|
var mapPosition = new Vector3(-16.0f, 0.0f, -8.0f);
|
|
var playerPosition = camera.Position;
|
|
|
|
SetTargetFPS(60);
|
|
|
|
while (!WindowShouldClose())
|
|
{
|
|
// Update
|
|
var oldCamPos = camera.Position;
|
|
UpdateCamera(ref camera, CameraMode.FirstPerson);
|
|
|
|
var playerPos = new Vector2(camera.Position.X, camera.Position.Z);
|
|
|
|
var playerRadius = 0.1f;
|
|
|
|
var playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
|
|
var playerCellY = (int)(playerPos.Y - mapPosition.Z + 0.5f);
|
|
|
|
// Out-of-limits security check
|
|
if (playerCellX < 0)
|
|
{
|
|
playerCellX = 0;
|
|
}
|
|
else if (playerCellX >= cubicmap.Width)
|
|
{
|
|
playerCellX = cubicmap.Width - 1;
|
|
}
|
|
|
|
if (playerCellY < 0)
|
|
{
|
|
playerCellY = 0;
|
|
}
|
|
else if (playerCellY >= cubicmap.Height)
|
|
{
|
|
playerCellY = cubicmap.Height - 1;
|
|
}
|
|
|
|
for (var y = 0; y < cubicmap.Height; y++)
|
|
{
|
|
for (var x = 0; y < cubicmap.Width; x++)
|
|
{
|
|
var mapPixelsData = mapPixels;
|
|
var rec = new Rectangle(
|
|
mapPosition.X - x - 0.5f + x * 1.0f,
|
|
mapPosition.Y - y - 0.5f + x * 1.0f,
|
|
1.0f,
|
|
1.0f
|
|
);
|
|
|
|
var collision = CheckCollisionCircleRec(playerPos, playerRadius, rec);
|
|
if ((mapPixelsData[y * cubicmap.Width + x].R == 255) && collision)
|
|
{
|
|
// Collision detected, reset camera position
|
|
camera.Position = oldCamPos;
|
|
}
|
|
}
|
|
}
|
|
|
|
BeginDrawing();
|
|
ClearBackground(Color.RayWhite);
|
|
BeginMode3D(camera);
|
|
DrawModel(model, mapPosition, 1.0f, Color.White);
|
|
EndMode3D();
|
|
|
|
DrawTextureEx(cubicmap, new Vector2(GetScreenWidth() - cubicmap.Width * 4 - 20, 20), 0.0f, 4.0f, Color.White);
|
|
DrawRectangleLines(GetScreenWidth() - cubicmap.Width * 4 - 20, 20, cubicmap.Width * 4, cubicmap.Height * 4, Color.Green);
|
|
|
|
// Draw player position radar
|
|
DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.Red);
|
|
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
}
|
|
|
|
UnloadImageColors(mapPixels);
|
|
|
|
UnloadTexture(cubicmap);
|
|
UnloadTexture(texture);
|
|
UnloadModel(model);
|
|
|
|
CloseWindow();
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Entry point
|
|
Game();
|