comments, clang-format and screensize

This commit is contained in:
speckitor
2026-07-06 13:12:17 +07:00
parent c426dd2d9c
commit d70dd97f1d
8 changed files with 122 additions and 93 deletions
+4
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@@ -0,0 +1,4 @@
BasedOnStyle: LLVM
IndentWidth: 4
ColumnLimit: 120
BreakBeforeBraces: Allman
+5
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@@ -1,6 +1,11 @@
all: build/game
build/game: src/*
mkdir -p build
gcc -o build/game src/* \
-I./raylib-6.0_linux_amd64/include \
-L./raylib-6.0_linux_amd64/lib \
-l:libraylib.a -lm -lX11
format:
find src/ -type f | xargs clang-format -i
+5 -2
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@@ -2,6 +2,7 @@
void MyDrawCube(Cube *cube)
{
// Gravity
if (!cube->grabbed && cube->position.y > cube->edge / 2.0f)
{
float delta = GetFrameTime();
@@ -14,6 +15,8 @@ void MyDrawCube(Cube *cube)
}
}
DrawModelEx(cube->model, cube->position, (Vector3){ 0.0f, 1.0f, 0.0f }, cube->hRotation, (Vector3){ 1.0f, 1.0f, 1.0f }, cube->color);
DrawModelWiresEx(cube->model, cube->position, (Vector3){ 0.0f, 1.0f, 0.0f }, cube->hRotation, (Vector3){ 1.0f, 1.0f, 1.0f }, cube->wiresColor);
DrawModelEx(cube->model, cube->position, (Vector3){0.0f, 1.0f, 0.0f}, cube->hRotation, (Vector3){1.0f, 1.0f, 1.0f},
cube->color);
DrawModelWiresEx(cube->model, cube->position, (Vector3){0.0f, 1.0f, 0.0f}, cube->hRotation,
(Vector3){1.0f, 1.0f, 1.0f}, cube->wiresColor);
}
+2 -1
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@@ -3,7 +3,8 @@
#include "raylib.h"
typedef struct {
typedef struct
{
bool initialized;
Model model;
Vector3 position;
+3 -3
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@@ -1,9 +1,9 @@
#include <stddef.h>
#include <stdio.h>
#include "raylib.h"
#include "cube.h"
#include "player.h"
#include "raylib.h"
#include "screen.h"
#include <stddef.h>
#include <stdio.h>
Cube cube = {
.initialized = false,
+9 -6
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@@ -1,8 +1,8 @@
#include <stddef.h>
#include "player.h"
#include "raylib.h"
#include "raymath.h"
#include "screen.h"
#include "player.h"
#include <stddef.h>
extern Vector2 lookRotation;
extern Vector2 lean;
@@ -15,7 +15,7 @@ static Color colors[MAX_COLUMNS] = {0};
int main()
{
InitWindow(800, 600, "Super cool game");
InitWindow(1600, 900, "Super cool game");
Player player = {0};
Camera *camera = &player.camera;
@@ -39,7 +39,8 @@ int main()
DisableCursor();
SetTargetFPS(GAME_FPS);
while (!WindowShouldClose()) {
while (!WindowShouldClose())
{
Vector2 mouseDelta = GetMouseDelta();
lookRotation.x -= mouseDelta.x * sensitivity.x;
lookRotation.y += mouseDelta.y * sensitivity.y;
@@ -58,12 +59,14 @@ int main()
body->position.z,
};
if (body->grounded && ((forward != 0) || (sideway != 0))) {
if (body->grounded && ((forward != 0) || (sideway != 0)))
{
headTimer += delta * 3.0f;
walkLerp = Lerp(walkLerp, 1.0f, 10.0f * delta);
camera->fovy = Lerp(camera->fovy, 55.0f, 5.0f * delta);
}
else {
else
{
walkLerp = Lerp(walkLerp, 0.0f, 10.0f * delta);
camera->fovy = Lerp(camera->fovy, 60.0f, 5.0f * delta);
}
+23 -12
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@@ -1,14 +1,13 @@
#include <stddef.h>
#include "player.h"
#include "raylib.h"
#include "raymath.h"
#include "player.h"
#include <stddef.h>
Vector2 lookRotation = {0};
Vector2 lean = {0};
float headTimer = 0.0f;
float walkLerp = 0.0f;
void UpdateFpsCamera(Player *player)
{
Camera *camera = &player->camera;
@@ -20,7 +19,10 @@ void UpdateFpsCamera(Player *player)
float maxAngleUp = Vector3Angle(up, yaw);
maxAngleUp -= 0.001f;
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
if (-(lookRotation.y) > maxAngleUp)
{
lookRotation.y = -maxAngleUp;
}
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
@@ -43,17 +45,19 @@ void UpdateFpsCamera(Player *player)
if (player->grab)
{
// Move cube where your camera looks
Vector3 forward = Vector3Subtract(camera->target, camera->position);
forward = Vector3Normalize(forward);
Vector3 cubePosition = Vector3Add(camera->target, forward);
player->grab->position = cubePosition;
// Don't let putting grab under the floor
if (player->grab->position.y <= player->grab->edge / 2.0f)
{
player->grab->position.y = player->grab->edge / 2.0f;
}
player->grab->hRotation = lookRotation.x * RAD2DEG;
player->grab->hRotation = lookRotation.x * RAD2DEG; // Rottate cube to be perpendicular to camera
}
}
void UpdateBody(Player *player, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
@@ -64,12 +68,14 @@ void UpdateBody(Player *player, float rot, char side, char forward, bool jumpPre
// Slow down diagonal movement
#if defined(NORMALIZE_INPUT)
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
if ((side != 0) && (forward != 0))
input = Vector2Normalize(input);
#endif
float delta = GetFrameTime();
if (!body->grounded) body->velocity.y -= GRAVITY*delta;
if (!body->grounded)
body->velocity.y -= GRAVITY * delta;
if (body->grounded && jumpPressed)
{
@@ -84,14 +90,19 @@ void UpdateBody(Player *player, float rot, char side, char forward, bool jumpPre
Vector3 front = (Vector3){sinf(rot), 0.f, cosf(rot)};
Vector3 right = (Vector3){cosf(-rot), 0.f, sinf(-rot)};
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
Vector3 desiredDir = (Vector3){
input.x * right.x + input.y * front.x,
0.0f,
input.x * right.z + input.y * front.z,
};
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL * delta);
float decel = (body->grounded ? FRICTION : AIR_DRAG);
Vector3 hvel = (Vector3){body->velocity.x * decel, 0.0f, body->velocity.z * decel};
float hvelLength = Vector3Length(hvel); // Magnitude
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
if (hvelLength < (MAX_SPEED * 0.01f))
hvel = (Vector3){0};
// This is what creates strafing
float speed = Vector3DotProduct(hvel, body->dir);
@@ -112,6 +123,7 @@ void UpdateBody(Player *player, float rot, char side, char forward, bool jumpPre
body->position.y += diffy;
body->position.z += diffz;
// Move grab with the player
if (player->grab)
{
Cube *cube = player->grab;
@@ -150,8 +162,7 @@ void UpdateGrab(Player *player, Cube *cube)
float halfEdge = cube->edge / 2;
BoundingBox cubeBox = {
(Vector3){cube->position.x - halfEdge, cube->position.y - halfEdge, cube->position.z - halfEdge},
(Vector3){ cube->position.x + halfEdge, cube->position.y + halfEdge, cube->position.z + halfEdge }
};
(Vector3){cube->position.x + halfEdge, cube->position.y + halfEdge, cube->position.z + halfEdge}};
Vector2 screenCenter = {(float)GetScreenWidth() / 2.0f, (float)GetScreenHeight() / 2.0f};
Ray lookRay = GetScreenToWorldRay(screenCenter, player->camera);
+6 -4
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@@ -1,9 +1,9 @@
#ifndef PLAYER_H
#define PLAYER_H
#include <stdbool.h>
#include "raylib.h"
#include "cube.h"
#include "raylib.h"
#include <stdbool.h>
#define GRAVITY 32.0f
#define MAX_SPEED 20.0f
@@ -17,14 +17,16 @@
#define CROUCH_HEIGHT 0.4f
#define STAND_HEIGHT 1.0f
typedef struct {
typedef struct
{
Vector3 position;
Vector3 velocity;
Vector3 dir;
bool grounded;
} Body;
typedef struct {
typedef struct
{
Body body;
Camera camera;
Cube *grab;