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| author | Ray San <[email protected]> | 2017-02-06 18:48:56 +0100 |
|---|---|---|
| committer | Ray San <[email protected]> | 2017-02-06 18:48:56 +0100 |
| commit | 1f6eb1fc61d2cc0cca54a79c1516432f09c86313 (patch) | |
| tree | 9ddff0e6ddba65004557c3628a3d56dfaf47ea4b /docs/examples/web/core_world_screen.c | |
| parent | f2f05a734d4999ffdc19629c838f46914650bbd0 (diff) | |
| download | raylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.tar.gz raylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.zip | |
Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages
(a pain to work with) to docs folder. Useless libs have been removed,
webs have been renamed, etc.
Now it would be easier (hopefully) to update webpage. :)
Diffstat (limited to 'docs/examples/web/core_world_screen.c')
| -rw-r--r-- | docs/examples/web/core_world_screen.c | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/docs/examples/web/core_world_screen.c b/docs/examples/web/core_world_screen.c new file mode 100644 index 00000000..172a8d9a --- /dev/null +++ b/docs/examples/web/core_world_screen.c @@ -0,0 +1,102 @@ +/******************************************************************************************* +* +* raylib [core] example - World to screen (adapted for HTML5 platform) +* +* This example has been created using raylib 1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +int screenWidth = 800; +int screenHeight = 450; + +// Define the camera to look into our 3d world +Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + +Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; + +Vector2 cubeScreenPosition; + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main Enry Point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); + + SetCameraMode(CAMERA_FREE); // Set a free camera mode + SetCameraPosition(camera.position); // Set internal camera position to match our camera position + SetCameraTarget(camera.target); // Set internal camera target to match our camera target + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + UpdateDrawFrame(); + } +#endif + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update internal camera and our camera + + // Calculate cube screen space position (with a little offset to be in top) + cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); + DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); + + DrawGrid(10, 1.0f); + + End3dMode(); + + DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK); + DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- +}
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