Map C pointers to Zig and functions names use Zig naming conventions
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18 changed files with 3510 additions and 879 deletions
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@ -1,7 +1,6 @@
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// raylib-zig (c) Nikolas Wipper 2023
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const rl = @import("raylib");
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const rlm = @import("raylib-math");
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const MAX_COLUMNS = 20;
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@ -11,7 +10,7 @@ pub fn main() anyerror!void {
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const screenWidth = 800;
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const screenHeight = 450;
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rl.InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - 3d camera first person");
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rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - 3d camera first person");
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var camera = rl.Camera3D{
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.position = rl.Vector3.init(4, 2, 4),
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@ -26,18 +25,18 @@ pub fn main() anyerror!void {
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var colors: [MAX_COLUMNS]rl.Color = undefined;
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for (heights) |_, i| {
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heights[i] = @intToFloat(f32, rl.GetRandomValue(1, 12));
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positions[i] = rl.Vector3.init(@intToFloat(f32, rl.GetRandomValue(-15, 15)), heights[i] / 2.0, @intToFloat(f32, rl.GetRandomValue(-15, 15)));
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colors[i] = rl.Color.init(@intCast(u8, rl.GetRandomValue(20, 255)), @intCast(u8, rl.GetRandomValue(10, 55)), 30, 255);
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heights[i] = @intToFloat(f32, rl.getRandomValue(1, 12));
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positions[i] = rl.Vector3.init(@intToFloat(f32, rl.getRandomValue(-15, 15)), heights[i] / 2.0, @intToFloat(f32, rl.getRandomValue(-15, 15)));
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colors[i] = rl.Color.init(@intCast(u8, rl.getRandomValue(20, 255)), @intCast(u8, rl.getRandomValue(10, 55)), 30, 255);
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}
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camera.setMode(rl.CameraMode.CAMERA_FIRST_PERSON);
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rl.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl.WindowShouldClose()) { // Detect window close button or ESC key
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while (!rl.windowShouldClose()) { // Detect window close button or ESC key
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// Update
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//----------------------------------------------------------------------------------
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camera.update();
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@ -45,39 +44,39 @@ pub fn main() anyerror!void {
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// Draw
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//----------------------------------------------------------------------------------
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rl.BeginDrawing();
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rl.beginDrawing();
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rl.ClearBackground(rl.Color.RAYWHITE);
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rl.clearBackground(rl.Color.RAYWHITE);
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camera.begin();
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// Draw ground
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rl.DrawPlane(rl.Vector3.init(0, 0, 0), rl.Vector2.init(32, 32), rl.Color.LIGHTGRAY);
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rl.DrawCube(rl.Vector3.init(-16.0, 2.5, 0.0), 1.0, 5.0, 32.0, rl.Color.BLUE); // Draw a blue wall
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rl.DrawCube(rl.Vector3.init(16.0, 2.5, 0.0), 1.0, 5.0, 32.0, rl.Color.LIME); // Draw a green wall
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rl.DrawCube(rl.Vector3.init(0.0, 2.5, 16.0), 32.0, 5.0, 1.0, rl.Color.GOLD); // Draw a yellow wall
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rl.drawPlane(rl.Vector3.init(0, 0, 0), rl.Vector2.init(32, 32), rl.Color.LIGHTGRAY);
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rl.drawCube(rl.Vector3.init(-16.0, 2.5, 0.0), 1.0, 5.0, 32.0, rl.Color.BLUE); // Draw a blue wall
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rl.drawCube(rl.Vector3.init(16.0, 2.5, 0.0), 1.0, 5.0, 32.0, rl.Color.LIME); // Draw a green wall
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rl.drawCube(rl.Vector3.init(0.0, 2.5, 16.0), 32.0, 5.0, 1.0, rl.Color.GOLD); // Draw a yellow wall
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// Draw some cubes around
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for (heights) |height, i| {
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rl.DrawCube(positions[i], 2.0, height, 2.0, colors[i]);
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rl.DrawCubeWires(positions[i], 2.0, height, 2.0, rl.Color.MAROON);
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rl.drawCube(positions[i], 2.0, height, 2.0, colors[i]);
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rl.drawCubeWires(positions[i], 2.0, height, 2.0, rl.Color.MAROON);
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}
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camera.end();
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rl.DrawRectangle(10, 10, 220, 70, rl.Fade(rl.Color.SKYBLUE, 0.5));
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rl.DrawRectangleLines(10, 10, 220, 70, rl.Color.BLUE);
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rl.drawRectangle(10, 10, 220, 70, rl.fade(rl.Color.SKYBLUE, 0.5));
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rl.drawRectangleLines(10, 10, 220, 70, rl.Color.BLUE);
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rl.DrawText("First person camera default controls:", 20, 20, 10, rl.Color.BLACK);
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rl.DrawText("- Move with keys: W, A, S, D", 40, 40, 10, rl.Color.DARKGRAY);
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rl.DrawText("- Mouse move to look around", 40, 60, 10, rl.Color.DARKGRAY);
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rl.drawText("First person camera default controls:", 20, 20, 10, rl.Color.BLACK);
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rl.drawText("- Move with keys: W, A, S, D", 40, 40, 10, rl.Color.DARKGRAY);
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rl.drawText("- Mouse move to look around", 40, 60, 10, rl.Color.DARKGRAY);
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rl.EndDrawing();
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rl.endDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rl.CloseWindow(); // Close window and OpenGL context
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rl.closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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