raylib/ports/core/core_world_screen

Licence This example has its own licence, rather than Odin's: raylib/ports/LICENSE
These are ported Raylib examples, and as such, they are subject to Raylib's license. Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
The rest of the licence
This software is provided "as-is", without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution.
A screenshot of core_world_screen

Code

core_world_screen.odin ¶
86 linesSource

1/*******************************************************************************************
2*
3*   raylib [core] example - world screen
4*
5*   Example complexity rating: [★★☆☆] 2/4
6*
7*   Example originally created with raylib 1.3, last time updated with raylib 1.4
8*
9*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
10*   BSD-like license that allows static linking with closed source software
11*
12*   Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
13*
14********************************************************************************************/
15
16package raylib_examples
17
18import rl "vendor:raylib"
19
20//------------------------------------------------------------------------------------
21// Program main entry point
22//------------------------------------------------------------------------------------
23main :: proc() {
24	// Initialization
25	//--------------------------------------------------------------------------------------
26	SCREEN_WIDTH :: 800
27	SCREEN_HEIGHT :: 450
28
29	rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [core] example - world screen")
30
31	// Define the camera to look into our 3d world
32	camera := rl.Camera {
33		position = {10, 10, 10}, // Camera position
34		//target = {0, 0, 0},      // Camera looking at point
35		up = {0, 1, 0},          // Camera up vector (rotation towards target)
36		fovy = 45,                                // Camera field-of-view Y
37		projection = .PERSPECTIVE,             // Camera projection type
38	}
39
40	cube_position: rl.Vector3
41	cube_screen_position: rl.Vector2
42
43	rl.DisableCursor()                    // Limit cursor to relative movement inside the window
44
45	rl.SetTargetFPS(60)                   // Set our game to run at 60 frames-per-second
46	//--------------------------------------------------------------------------------------
47
48	// Main game loop
49	for !rl.WindowShouldClose() {        // Detect window close button or ESC key
50		// Update
51		//----------------------------------------------------------------------------------
52		rl.UpdateCamera(&camera, .THIRD_PERSON)
53
54		// Calculate cube screen space position (with a little offset to be in top)
55		cube_screen_position = rl.GetWorldToScreen({cube_position.x, cube_position.y + 2.5, cube_position.z}, camera)
56		//----------------------------------------------------------------------------------
57
58		// Draw
59		//----------------------------------------------------------------------------------
60		rl.BeginDrawing()
61
62			rl.ClearBackground(rl.RAYWHITE)
63
64			rl.BeginMode3D(camera)
65
66				rl.DrawCube(cube_position, 2, 2, 2, rl.RED)
67				rl.DrawCubeWires(cube_position, 2, 2, 2, rl.MAROON)
68
69				rl.DrawGrid(10, 1)
70
71			rl.EndMode3D()
72
73			rl.DrawText("Enemy: 100/100", i32(cube_screen_position.x - f32(rl.MeasureText("Enemy: 100/100", 20)/2)), i32(cube_screen_position.y), 20, rl.BLACK)
74
75			rl.DrawText(rl.TextFormat("Cube position in screen space coordinates: [%i, %i]", i32(cube_screen_position.x), i32(cube_screen_position.y)), 10, 10, 20, rl.LIME)
76			rl.DrawText("Text 2d should be always on top of the cube", 10, 40, 20, rl.GRAY)
77
78		rl.EndDrawing()
79		//----------------------------------------------------------------------------------
80	}
81
82	// De-Initialization
83	//--------------------------------------------------------------------------------------
84	rl.CloseWindow()        // Close window and OpenGL context
85	//--------------------------------------------------------------------------------------
86}

Declarations Used 27