fix camera a bit

This commit is contained in:
bdnugget 2024-10-01 21:38:39 +02:00
parent e079e3743f
commit b25478612d
2 changed files with 101 additions and 117 deletions

View File

@ -1,8 +1 @@
package utils
const (
MapWidth = 100
MapHeight = 100
TileSize = 32
TileHeight = 2.0
)

203
main.go
View File

@ -8,8 +8,8 @@ import (
)
const (
MapWidth = 100
MapHeight = 100
MapWidth = 50
MapHeight = 50
TileSize = 32
TileHeight = 2.0
)
@ -17,7 +17,7 @@ const (
var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(90.0)
cameraPitch = float32(45.0) // Adjusted for a more overhead view
)
type Tile struct {
@ -42,7 +42,7 @@ func InitMap() [][]Tile {
mapGrid[x][y] = Tile{
X: x,
Y: y,
Height: 1.0 + float32(x%5), //float32((x + y) % 10), // Example height
Height: 1.0 + float32(x%5), // Example height
Walkable: true, // Set to false for obstacles
}
}
@ -79,13 +79,11 @@ func DrawMap(mapGrid [][]Tile) {
}
func DrawPlayer(player Player, mapGrid [][]Tile) {
// Get current tile height
currentTile := mapGrid[player.PosTile.X][player.PosTile.Y]
// Draw player cube with height from the map
// Draw the player based on its actual position (PosActual) and current tile height
playerPos := rl.Vector3{
X: float32(player.PosTile.X * TileSize),
Y: currentTile.Height * TileHeight,
Z: float32(player.PosTile.Y * TileSize),
X: player.PosActual.X,
Y: mapGrid[player.PosTile.X][player.PosTile.Y].Height * TileHeight,
Z: player.PosActual.Z,
}
rl.DrawCube(playerPos, 16, 16, 16, rl.Green) // Draw player cube
}
@ -97,9 +95,12 @@ func GetTileAtMouse(mapGrid [][]Tile, camera *rl.Camera3D) (Tile, bool) {
mouse := rl.GetMousePosition()
// Unproject mouse coordinates to 3D ray
var ray rl.Ray = rl.GetMouseRay(mouse, *camera)
ray := rl.GetMouseRay(mouse, *camera)
// Calculate the distance from the camera to the ray's intersection with the ground plane (Y=0)
if ray.Direction.Y == 0 {
return Tile{}, false
}
dist := -ray.Position.Y / ray.Direction.Y
// Calculate the intersection point
@ -120,43 +121,29 @@ func GetTileAtMouse(mapGrid [][]Tile, camera *rl.Camera3D) (Tile, bool) {
return Tile{}, false
}
func UpdatePlayer(player *Player, deltaTime float32, mapGrid [][]Tile, camera *rl.Camera) {
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[0]
// Calculate the direction vector to the target
direction := rl.Vector3{
X: float32(targetTile.X*TileSize) - player.PosActual.X,
Y: float32(targetTile.Y*TileSize) - player.PosActual.Y,
func (player *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
// Calculate the direction vector to the target tile
targetPos := rl.Vector3{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
Z: float32(target.Y * TileSize),
}
// Normalize the direction vector to get smooth movement
dist := float32(math.Sqrt(float64(direction.X*direction.X + direction.Y*direction.Y)))
if dist > 0 {
direction.X /= dist
direction.Y /= dist
// Calculate direction and normalize it for smooth movement
direction := rl.Vector3Subtract(targetPos, player.PosActual)
distance := rl.Vector3Length(direction)
if distance > 0 {
direction = rl.Vector3Scale(direction, player.Speed*deltaTime/distance)
}
// Move towards the target
newPosX := player.PosActual.X + direction.X*player.Speed*deltaTime
newPosY := player.PosActual.Y + direction.Y*player.Speed*deltaTime
// Check if the player is moving into a non-walkable tile
if !mapGrid[int(newPosX)/TileSize][int(newPosY)/TileSize].Walkable {
return
}
// Update player's position
player.PosActual.X = newPosX
player.PosActual.Y = newPosY
// Check if the player reached the target tile
if dist < 1.0 {
player.PosActual.X = float32(targetTile.X * TileSize)
player.PosActual.Y = float32(targetTile.Y * TileSize)
player.PosTile = targetTile // Update the player's tile position
player.TargetPath = player.TargetPath[1:] // Move to the next tile in the path
}
// Move the player towards the target tile
if distance > 1.0 {
player.PosActual = rl.Vector3Add(player.PosActual, direction)
} else {
// Snap to the target tile when close enough
player.PosActual = targetPos
player.PosTile = target // Update player's tile
player.TargetPath = player.TargetPath[1:] // Move to next tile in path if any
}
}
@ -173,95 +160,99 @@ func HandleInput(player *Player, mapGrid [][]Tile, camera *rl.Camera) {
}
}
func main() {
rl.InitWindow(800, 600, "RuneScape-like Game")
defer rl.CloseWindow()
frameCnt := 0
mapGrid := InitMap()
player := Player{
PosTile: Tile{X: 10, Y: 10},
PosActual: rl.Vector3{X: float32(10 * TileSize), Y: float32(10 * TileSize), Z: float32(mapGrid[10][10].Height /* * TileHeight */)},
Speed: 100.0, // pixels per second
}
// Initialize 3D camera
camera := rl.Camera3D{
Position: rl.NewVector3(player.PosActual.X+cameraDistance, player.PosActual.Y+cameraDistance, player.PosActual.Z+cameraDistance),
Target: player.PosActual, // The point the camera looks at (player)
Up: rl.NewVector3(0, 1, 0), // Camera up vector (y-axis is up)
Fovy: 45.0, // Field of view
Projection: rl.CameraPerspective, // Perspective camera mode
}
camera.Target = player.PosActual
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime()
frameCnt++
frameCnt %= 60
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
// Update camera based on mouse wheel
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
cameraDistance += -wheelMove * 5
if cameraDistance < 1 {
cameraDistance = 1
} else if cameraDistance > 100 {
cameraDistance = 100
if cameraDistance < 10 {
cameraDistance = 10
}
if cameraDistance > 250 {
cameraDistance = 250
}
}
// Update camera based on arrow keys (camera orbits player)
// Orbit camera around the player using arrow keys
if rl.IsKeyDown(rl.KeyRight) {
cameraYaw -= 60 * deltaTime // Rotate right
cameraYaw += 100 * deltaTime
}
if rl.IsKeyDown(rl.KeyLeft) {
cameraYaw += 60 * deltaTime // Rotate left
cameraYaw -= 100 * deltaTime
}
if rl.IsKeyDown(rl.KeyUp) {
cameraPitch += 60 * deltaTime // Tilt up
cameraPitch -= 50 * deltaTime
if cameraPitch < 20 {
cameraPitch = 20
}
}
if rl.IsKeyDown(rl.KeyDown) {
cameraPitch -= 60 * deltaTime // Tilt down
cameraPitch += 50 * deltaTime
if cameraPitch > 85 {
cameraPitch = 85
}
}
// Constrain camera pitch to avoid flipping
if cameraPitch > 85.0 {
cameraPitch = 85.0
} else if cameraPitch < -10.0 {
cameraPitch = -10.0
// Calculate the new camera position using spherical coordinates
cameraYawRad := float64(cameraYaw) * rl.Deg2rad
cameraPitchRad := float64(cameraPitch) * rl.Deg2rad
cameraPos := rl.Vector3{
X: player.X + cameraDistance*float32(math.Cos(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
Y: player.Y + cameraDistance*float32(math.Sin(cameraPitchRad)),
Z: player.Z + cameraDistance*float32(math.Sin(cameraYawRad))*float32(math.Cos(cameraPitchRad)),
}
// Update the camera's position and target
camera.Position = cameraPos
camera.Target = rl.NewVector3(player.X, player.Y, player.Z)
}
func main() {
rl.InitWindow(800, 600, "goonscape")
defer rl.CloseWindow()
mapGrid := InitMap()
player := Player{
PosActual: rl.NewVector3(5*TileSize, 0, 5*TileSize),
PosTile: mapGrid[5][5],
Speed: 50.0,
TargetPath: []Tile{},
}
camera := rl.Camera3D{
Position: rl.NewVector3(0, 10, 10), // Will be updated every frame
Target: player.PosActual,
Up: rl.NewVector3(0, 1, 0), // Y is up in 3D
Fovy: 45.0,
Projection: rl.CameraPerspective,
}
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
// Time management
deltaTime := rl.GetFrameTime()
// Handle input
HandleInput(&player, mapGrid, &camera)
UpdatePlayer(&player, deltaTime, mapGrid, &camera)
camera.Target = player.PosActual
// Convert spherical coordinates to cartesian to calculate the camera's position
camera.Position.X = player.PosActual.X + cameraDistance*float32(math.Cos(float64(cameraPitch)*math.Pi/180.0))*float32(math.Sin(float64(cameraYaw)*math.Pi/180.0))
camera.Position.Y = player.PosActual.Y + cameraDistance*float32(math.Sin(float64(cameraPitch)*math.Pi/180.0))
camera.Position.Z = player.PosActual.Z + cameraDistance*float32(math.Cos(float64(cameraPitch)*math.Pi/180.0))*float32(math.Cos(float64(cameraYaw)*math.Pi/180.0))
// Update player
if len(player.TargetPath) > 0 {
player.MoveTowards(player.TargetPath[0], deltaTime, mapGrid)
}
// Begin rendering
// Update camera
UpdateCamera(&camera, player.PosActual, deltaTime)
// Rendering
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
// Draw map and player
DrawMap(mapGrid)
DrawPlayer(player, mapGrid)
rl.EndMode3D()
rl.EndDrawing()
if frameCnt == 0 {
fmt.Printf("Player Pos: %v, Camera Pos: %v\n", player.PosActual, camera.Position)
}
}
}