added anti aliasing. new fps game
This commit is contained in:
parent
798434a55d
commit
7b73c86113
40 changed files with 2386 additions and 564 deletions
271
tests/fps_game.sui
Normal file
271
tests/fps_game.sui
Normal file
|
|
@ -0,0 +1,271 @@
|
|||
# FPS-Style 3D Game with Sui Language
|
||||
# Demonstrates WASD movement, mouse look, jumping, sprinting, and physics-based gameplay
|
||||
|
||||
fn main() -> int do
|
||||
# Enable antialiasing
|
||||
enable_msaa_4x()
|
||||
|
||||
# Initialize graphics
|
||||
init_window(1280, 720, "Sui FPS Game - WASD to move, Mouse to look, SPACE to jump, SHIFT to sprint")
|
||||
defer close_window()
|
||||
set_target_fps(60)
|
||||
|
||||
# Hide cursor and capture mouse for FPS controls
|
||||
disable_cursor()
|
||||
|
||||
# Initialize physics
|
||||
ode_init()
|
||||
defer ode_close()
|
||||
|
||||
# Create physics world
|
||||
let world = ode_world_create()
|
||||
defer ode_world_destroy(world)
|
||||
let null_space = 0 as *()
|
||||
let space = ode_simple_space_create(null_space)
|
||||
defer ode_space_destroy(space)
|
||||
|
||||
# Set gravity
|
||||
ode_world_set_gravity(world, 0.0, -9.81, 0.0)
|
||||
|
||||
# Create contact joint group
|
||||
let contactgroup = ode_joint_group_create(0)
|
||||
defer ode_joint_group_destroy(contactgroup)
|
||||
|
||||
# Create ground plane
|
||||
let ground_geom = ode_create_plane_geom(space, 0.0, 1.0, 0.0, 0.0)
|
||||
defer ode_geom_destroy(ground_geom)
|
||||
|
||||
# Create player physics body (capsule shape)
|
||||
let player_body = ode_body_create(world)
|
||||
defer ode_body_destroy(player_body)
|
||||
ode_body_set_position(player_body, 0.0, 2.0, 0.0)
|
||||
|
||||
# Create box geometry for player (0.8 x 1.6 x 0.8)
|
||||
let player_geom = ode_create_box_geom(space, 0.8, 1.6, 0.8)
|
||||
defer ode_geom_destroy(player_geom)
|
||||
ode_geom_set_body(player_geom, player_body)
|
||||
|
||||
# Set player mass (box with density 1.0)
|
||||
ode_body_set_box_mass(player_body, 1.0, 0.8, 1.6, 0.8)
|
||||
|
||||
# Create cube physics bodies
|
||||
let cube1_body = ode_body_create(world)
|
||||
defer ode_body_destroy(cube1_body)
|
||||
ode_body_set_position(cube1_body, 0.0, 1.0, -5.0)
|
||||
ode_body_set_box_mass(cube1_body, 1.0, 1.0, 1.0, 1.0)
|
||||
let cube1_geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
|
||||
defer ode_geom_destroy(cube1_geom)
|
||||
ode_geom_set_body(cube1_geom, cube1_body)
|
||||
|
||||
let cube2_body = ode_body_create(world)
|
||||
defer ode_body_destroy(cube2_body)
|
||||
ode_body_set_position(cube2_body, 5.0, 1.0, -3.0)
|
||||
ode_body_set_box_mass(cube2_body, 1.0, 1.0, 1.0, 1.0)
|
||||
let cube2_geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
|
||||
defer ode_geom_destroy(cube2_geom)
|
||||
ode_geom_set_body(cube2_geom, cube2_body)
|
||||
|
||||
let cube3_body = ode_body_create(world)
|
||||
defer ode_body_destroy(cube3_body)
|
||||
ode_body_set_position(cube3_body, -5.0, 1.0, -3.0)
|
||||
ode_body_set_box_mass(cube3_body, 1.0, 1.0, 1.0, 1.0)
|
||||
let cube3_geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
|
||||
defer ode_geom_destroy(cube3_geom)
|
||||
ode_geom_set_body(cube3_geom, cube3_body)
|
||||
|
||||
# Set player movement direction (looking down -Z axis)
|
||||
let mut forward_x = 0.0
|
||||
let mut forward_y = 0.0
|
||||
let mut forward_z = -1.0
|
||||
let mut right_x = 1.0
|
||||
let mut right_y = 0.0
|
||||
let mut right_z = 0.0
|
||||
|
||||
# ==== CAMERA AND PLAYER STATE ====
|
||||
let mut camera_x = 0.0
|
||||
let mut camera_y = 2.0
|
||||
let mut camera_z = 0.0
|
||||
let mut target_x = 0.0
|
||||
let mut target_y = 2.0
|
||||
let mut target_z = -5.0
|
||||
|
||||
# Mouse look state
|
||||
let mut yaw = 0.0
|
||||
let mut pitch = 0.0
|
||||
let mut mouse_sensitivity = 0.003
|
||||
|
||||
# Cube position variables
|
||||
let mut cube1_x = 0.0
|
||||
let mut cube1_y = 0.0
|
||||
let mut cube1_z = 0.0
|
||||
let mut cube2_x = 0.0
|
||||
let mut cube2_y = 0.0
|
||||
let mut cube2_z = 0.0
|
||||
let mut cube3_x = 0.0
|
||||
let mut cube3_y = 0.0
|
||||
let mut cube3_z = 0.0
|
||||
|
||||
# Player position (initial values)
|
||||
let mut player_x = 0.0
|
||||
let mut player_y = 2.0
|
||||
let mut player_z = 0.0
|
||||
|
||||
# Main game loop
|
||||
while window_should_close() == false do
|
||||
# Input handling
|
||||
let delta_time = 0.01666 # ~60 FPS
|
||||
|
||||
# WASD movement - set velocities on physics body
|
||||
let move_speed = 5.0 # Velocity applied to body
|
||||
let mut target_vx = 0.0
|
||||
let mut target_vz = 0.0
|
||||
|
||||
if is_key_down(KEY_W) != 0 do
|
||||
target_vx = target_vx + forward_x * move_speed
|
||||
target_vz = target_vz + forward_z * move_speed
|
||||
end
|
||||
|
||||
if is_key_down(KEY_S) != 0 do
|
||||
target_vx = target_vx - forward_x * move_speed
|
||||
target_vz = target_vz - forward_z * move_speed
|
||||
end
|
||||
|
||||
if is_key_down(KEY_D) != 0 do
|
||||
target_vx = target_vx + right_x * move_speed
|
||||
target_vz = target_vz + right_z * move_speed
|
||||
end
|
||||
|
||||
if is_key_down(KEY_A) != 0 do
|
||||
target_vx = target_vx - right_x * move_speed
|
||||
target_vz = target_vz - right_z * move_speed
|
||||
end
|
||||
|
||||
# Get current velocity for Y (preserve gravity)
|
||||
let mut current_vx = 0.0
|
||||
let mut current_vy = 0.0
|
||||
let mut current_vz = 0.0
|
||||
ode_body_get_linear_vel(player_body, ¤t_vx, ¤t_vy, ¤t_vz)
|
||||
|
||||
# Jump - set upward velocity
|
||||
if is_jump_pressed() != 0 do
|
||||
# Get current position to check if on ground
|
||||
let mut dummy_x = 0.0
|
||||
let mut current_y = 0.0
|
||||
let mut dummy_z = 0.0
|
||||
ode_body_get_position(player_body, &dummy_x, ¤t_y, &dummy_z)
|
||||
if current_y <= 1.3 do # On ground (box bottom is at y - 0.8 from center)
|
||||
current_vy = 8.0 # Jump velocity
|
||||
end
|
||||
end
|
||||
|
||||
# Set new velocity (keep Y velocity for gravity/jumping)
|
||||
ode_body_set_linear_vel(player_body, target_vx, current_vy, target_vz)
|
||||
|
||||
# Get player position from physics body
|
||||
ode_body_get_position(player_body, &player_x, &player_y, &player_z)
|
||||
|
||||
# Adjust mouse sensitivity
|
||||
if is_key_pressed(KEY_EQUAL) != 0 or is_key_pressed(KEY_KP_ADD) != 0 do # + key
|
||||
mouse_sensitivity = mouse_sensitivity + 0.001
|
||||
end
|
||||
if is_key_pressed(KEY_MINUS) != 0 or is_key_pressed(KEY_KP_SUBTRACT) != 0 do # - key
|
||||
mouse_sensitivity = mouse_sensitivity - 0.001
|
||||
if mouse_sensitivity < 0.001 do
|
||||
mouse_sensitivity = 0.001 # Minimum sensitivity
|
||||
end
|
||||
end
|
||||
|
||||
# Show cursor with F1 (useful for debugging)
|
||||
if is_key_pressed(KEY_F1) != 0 do
|
||||
enable_cursor()
|
||||
end
|
||||
|
||||
# Mouse look
|
||||
let mouse_delta_x = get_mouse_delta_x()
|
||||
let mouse_delta_y = get_mouse_delta_y()
|
||||
|
||||
yaw = yaw + (mouse_delta_x * mouse_sensitivity)
|
||||
pitch = pitch - (mouse_delta_y * mouse_sensitivity) # Negate Y for natural FPS controls
|
||||
|
||||
# Clamp pitch to prevent flipping
|
||||
if pitch > 1.5 do
|
||||
pitch = 1.5
|
||||
end
|
||||
if pitch < -1.5 do
|
||||
pitch = -1.5
|
||||
end
|
||||
|
||||
# Update physics (just for cubes)
|
||||
ode_space_collide(world, space, contactgroup)
|
||||
ode_world_step(world, delta_time)
|
||||
ode_joint_group_empty(contactgroup)
|
||||
|
||||
# Calculate camera direction from yaw and pitch
|
||||
let cos_yaw = cos(yaw)
|
||||
let sin_yaw = sin(yaw)
|
||||
let cos_pitch = cos(pitch)
|
||||
let sin_pitch = sin(pitch)
|
||||
|
||||
# Update forward and right vectors
|
||||
forward_x = sin_yaw
|
||||
forward_y = sin_pitch
|
||||
forward_z = -cos_yaw
|
||||
|
||||
right_x = cos_yaw
|
||||
right_y = 0.0
|
||||
right_z = sin_yaw
|
||||
|
||||
# Direction vectors are updated above
|
||||
|
||||
# Camera follows player (at eye position, slightly in front)
|
||||
camera_x = player_x + forward_x * 0.5 # Offset forward
|
||||
camera_y = player_y + 0.9 # Eye height
|
||||
camera_z = player_z + forward_z * 0.5 # Offset forward
|
||||
|
||||
# Camera looks where player is looking
|
||||
target_x = player_x + forward_x * 5.0
|
||||
target_y = player_y + forward_y * 5.0
|
||||
target_z = player_z + forward_z * 5.0
|
||||
|
||||
# Player rotation is handled visually during rendering
|
||||
|
||||
# Get cube positions from physics bodies
|
||||
ode_body_get_position(cube1_body, &cube1_x, &cube1_y, &cube1_z)
|
||||
ode_body_get_position(cube2_body, &cube2_x, &cube2_y, &cube2_z)
|
||||
ode_body_get_position(cube3_body, &cube3_x, &cube3_y, &cube3_z)
|
||||
|
||||
# ==== RENDERING ====
|
||||
begin_drawing()
|
||||
clear_background(135, 206, 235, 255) # Sky blue
|
||||
|
||||
# 3D mode with calculated camera
|
||||
begin_mode3d(camera_x, camera_y, camera_z, target_x, target_y, target_z, 0.0, 1.0, 0.0, 45.0, 0)
|
||||
|
||||
# Draw ground plane
|
||||
draw_cube(0.0, -1.0, 0.0, 100.0, 0.1, 100.0, 34, 139, 34, 255) # Green ground
|
||||
|
||||
# Draw cubes
|
||||
draw_cube(cube1_x, cube1_y, cube1_z, 1.0, 1.0, 1.0, 255, 0, 0, 255) # Red
|
||||
draw_cube_wires(cube1_x, cube1_y, cube1_z, 1.0, 1.0, 1.0, 0, 0, 0, 255)
|
||||
|
||||
draw_cube(cube2_x, cube2_y, cube2_z, 1.0, 1.0, 1.0, 0, 255, 0, 255) # Green
|
||||
draw_cube_wires(cube2_x, cube2_y, cube2_z, 1.0, 1.0, 1.0, 0, 0, 0, 255)
|
||||
|
||||
draw_cube(cube3_x, cube3_y, cube3_z, 1.0, 1.0, 1.0, 0, 0, 255, 255) # Blue
|
||||
draw_cube_wires(cube3_x, cube3_y, cube3_z, 1.0, 1.0, 1.0, 0, 0, 0, 255)
|
||||
|
||||
# Draw player model with rotation (yellow cube to represent the player)
|
||||
rl_push_matrix()
|
||||
rl_translate_f(player_x, player_y, player_z)
|
||||
rl_rotate_f(-yaw * 180.0 / 3.14159, 0.0, 1.0, 0.0) # Convert radians to degrees for Y-axis rotation, negate for correct direction
|
||||
draw_cube(0.0, 0.0, 0.0, 0.8, 1.6, 0.8, 255, 255, 0, 255) # Yellow player
|
||||
draw_cube_wires(0.0, 0.0, 0.0, 0.8, 1.6, 0.8, 0, 0, 0, 255)
|
||||
rl_pop_matrix()
|
||||
|
||||
end_mode3d()
|
||||
|
||||
end_drawing()
|
||||
end
|
||||
|
||||
0
|
||||
end
|
||||
Loading…
Add table
Add a link
Reference in a new issue