#include "player.h" #include "world.h" #include void drawPlayer(Player *player) { //DrawCube(player->position, 1.0f, 1.0f, 1.0f, BLUE); //DrawSphereEx(player->position, 0.5f, 3, 3, player->color); DrawCube(player->position, 0.5f, 0.5f, 0.5f, player->color); } Camera lookThroughPlayer(Camera camera, Player player) { //camera.position = player.position; camera.position.x = player.position.x - (player.direction.x * 2); camera.position.y = player.position.y - (player.direction.y * 2); camera.position.z = player.position.z - (player.direction.z * 2) + 1; camera.target.x = player.position.x; camera.target.y = player.position.y; camera.target.z = player.position.z; camera.up = (Vector3){ 0.0f, 0.0f, 1.0f }; //camera.target = player2.position; //camera.target = (Vector3){ // 0, 0, 0 //}; camera.fovy = 90.0f; camera.projection = CAMERA_PERSPECTIVE; return camera; } void movePlayers(void) { float x = inputs_p1.stick_x / 126.0f; float y = -inputs_p1.stick_y / 126.0f; //float x = world.players[0].direction.x; //float y = world.players[0].direction.z; float distance = sqrtf(x * x + y * y); if(distance != 0) { world.players[0].direction.x = x / distance; world.players[0].direction.y = y / distance; } world.players[1].direction.y = inputs_p2.stick_x / 126.0f; world.players[1].direction.z = -inputs_p2.stick_y / 126.0f; world.players[0].position.x += world.players[0].direction.x * world.players[0].speed; world.players[0].position.y += world.players[0].direction.y * world.players[0].speed; world.players[0].position.z += world.players[0].direction.z * world.players[0].speed; world.players[1].position.x += world.players[1].direction.x * world.players[1].speed; world.players[1].position.y += world.players[1].direction.y * world.players[1].speed; world.players[1].position.z += world.players[1].direction.z * world.players[1].speed; }