107 lines
1.8 KiB
Plaintext
107 lines
1.8 KiB
Plaintext
type Vec {
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f32 x;
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f32 y;
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f32 z;
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}
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type Color {
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i8 r;
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i8 g;
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i8 b;
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}
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type Player {
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str username;
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Vec pos;
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Color color;
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}
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void login(Player p, str password) {
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(* do the login here *)
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}
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Color purple(255, 255, 0);
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void main(int argc, str[] argv) {
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i32 screen_width = 800;
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i32 screen_height = 450;
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str username = argv[0];
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str password = argv[1];
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Player me(
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username,
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Vec(0.0, 1.0, 2.0),
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purple
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);
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Player[] players = login(me, password);
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Camera3D camera(
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Vec(0.0, 1.0, 0.0),
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45.0,
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:CAMERA_PERSPECTIVE,
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Vec(
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me.pos.x + 10.0,
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me.pos.y + 10.0,
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me.pos.z
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),
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me.pos
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);
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init_window("zwl client : raylib", screen_width, screen_height);
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set_target_fps(60)
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(* Main game loop *)
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while ( .not. window_should_close() ) {
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if (is_key_down(:KEY_RIGHT)) {
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me.pos.x = me.pos.x + 0.2;
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player_updated = true;
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}
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if (is_key_down(:KEY_LEFT)) {
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me.pos.x = me.pos.x - 0.2;
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player_updated = true;
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}
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if (is_key_down(:KEY_DOWN)) {
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me.pos.z = me.pos.z + 0.2;
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player_updated = true;
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}
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if (is_key_down(:KEY_UP)) {
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me.pos.z = me.pos.z - 0.2;
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player_updated = true;
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}
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sync_camera(camera, me);
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if (player_updated) {
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players = move(me);
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} else {
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players = ping(me);
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}
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begin_drawing();
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clear_background(:RAYWHITE);
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begin_mode_3d(camera);
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(* Draw floor *)
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draw_grid(30, 1.0);
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draw_cube(me.pos, 0.5, 0.5, 0.5, me.apperance);
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for (player in players) {
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draw_cube(player.pos, 0.5, 0.5, 0.5, player.apperance);
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}
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end_mode_3d();
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end_drawing();
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}
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logout(me);
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close_window(); (*Close window and OpenGL context *)
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}
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