|
@@ -0,0 +1,282 @@
|
|
|
+/*******************************************************************************************
|
|
|
+*
|
|
|
+* raylib [core] example - 2d camera extended
|
|
|
+*
|
|
|
+* This example has been created using raylib 2.5 (www.raylib.com)
|
|
|
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
|
+*
|
|
|
+* Copyright (c) 2019 arvyy (@arvyy)
|
|
|
+*
|
|
|
+********************************************************************************************/
|
|
|
+
|
|
|
+#include "raylib.h"
|
|
|
+#include "raymath.h"
|
|
|
+
|
|
|
+#define G 400
|
|
|
+#define PLAYER_JUMP_SPD 350.f
|
|
|
+#define PLAYER_HOR_SPD 200.f
|
|
|
+
|
|
|
+typedef struct Player {
|
|
|
+ Vector2 pos;
|
|
|
+ float vel;
|
|
|
+ int canJump;
|
|
|
+} Player;
|
|
|
+
|
|
|
+typedef struct EnvItem {
|
|
|
+ Rectangle rect;
|
|
|
+ int blocking;
|
|
|
+ Color color;
|
|
|
+} EnvItem;
|
|
|
+
|
|
|
+void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
|
|
+{
|
|
|
+ camera->offset = (Vector2){ width/2, height/2 };
|
|
|
+ camera->target = player->pos;
|
|
|
+}
|
|
|
+
|
|
|
+void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
|
|
+{
|
|
|
+ camera->target = player->pos;
|
|
|
+ camera->offset = (Vector2){ width/2, height/2 };
|
|
|
+ float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
|
|
+
|
|
|
+ for (int i = 0; i < envItemsLength; i++)
|
|
|
+ {
|
|
|
+ EnvItem *ei = envItems + i;
|
|
|
+ minX = fminf(ei->rect.x, minX);
|
|
|
+ maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
|
|
|
+ minY = fminf(ei->rect.y, minY);
|
|
|
+ maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
|
|
+ Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
|
|
+
|
|
|
+ if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
|
|
+ if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
|
|
+ if (min.x > 0) camera->offset.x = width/2 - min.x;
|
|
|
+ if (min.y > 0) camera->offset.y = height/2 - min.y;
|
|
|
+}
|
|
|
+
|
|
|
+void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
|
|
+{
|
|
|
+ static float minSpeed = 30;
|
|
|
+ static float minEffectLength = 10;
|
|
|
+ static float fractionSpeed = 0.8f;
|
|
|
+
|
|
|
+ camera->offset = (Vector2){ width/2, height/2 };
|
|
|
+ Vector2 diff = Vector2Subtract(player->pos, camera->target);
|
|
|
+ float length = Vector2Length(diff);
|
|
|
+
|
|
|
+ if (length > minEffectLength)
|
|
|
+ {
|
|
|
+ float speed = fmaxf(fractionSpeed*length, minSpeed);
|
|
|
+ camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
|
|
+{
|
|
|
+ static float evenOutSpeed = 700;
|
|
|
+ static int eveningOut = false;
|
|
|
+ static float evenOutTarget;
|
|
|
+
|
|
|
+ camera->offset = (Vector2){ width/2, height/2 };
|
|
|
+ camera->target.x = player->pos.x;
|
|
|
+
|
|
|
+ if (eveningOut)
|
|
|
+ {
|
|
|
+ if (evenOutTarget > camera->target.y)
|
|
|
+ {
|
|
|
+ camera->target.y += evenOutSpeed*delta;
|
|
|
+
|
|
|
+ if (camera->target.y > evenOutTarget)
|
|
|
+ {
|
|
|
+ camera->target.y = evenOutTarget;
|
|
|
+ eveningOut = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ camera->target.y -= evenOutSpeed*delta;
|
|
|
+
|
|
|
+ if (camera->target.y < evenOutTarget)
|
|
|
+ {
|
|
|
+ camera->target.y = evenOutTarget;
|
|
|
+ eveningOut = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (player->canJump && (player->vel == 0) && (player->pos.y != camera->target.y))
|
|
|
+ {
|
|
|
+ eveningOut = 1;
|
|
|
+ evenOutTarget = player->pos.y;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
|
|
+{
|
|
|
+ static Vector2 bbox = { 0.2f, 0.2f };
|
|
|
+
|
|
|
+ Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
|
|
|
+ Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
|
|
|
+ camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
|
|
|
+
|
|
|
+ if (player->pos.x < bboxWorldMin.x) camera->target.x = player->pos.x;
|
|
|
+ if (player->pos.y < bboxWorldMin.y) camera->target.y = player->pos.y;
|
|
|
+ if (player->pos.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->pos.x - bboxWorldMax.x);
|
|
|
+ if (player->pos.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->pos.y - bboxWorldMax.y);
|
|
|
+}
|
|
|
+
|
|
|
+void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
|
|
|
+{
|
|
|
+ if (IsKeyDown(KEY_LEFT)) player->pos.x -= PLAYER_HOR_SPD*delta;
|
|
|
+ if (IsKeyDown(KEY_RIGHT)) player->pos.x += PLAYER_HOR_SPD*delta;
|
|
|
+ if (IsKeyDown(KEY_SPACE) && player->canJump)
|
|
|
+ {
|
|
|
+ player->vel = -PLAYER_JUMP_SPD;
|
|
|
+ player->canJump = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ int hitObstacle = 0;
|
|
|
+ for (int i = 0; i < envItemsLength; i++)
|
|
|
+ {
|
|
|
+ EnvItem *ei = envItems + i;
|
|
|
+ Vector2 *p = &(player->pos);
|
|
|
+ if (ei->blocking &&
|
|
|
+ ei->rect.x <= p->x &&
|
|
|
+ ei->rect.x + ei->rect.width >= p->x &&
|
|
|
+ ei->rect.y >= p->y &&
|
|
|
+ ei->rect.y < p->y + player->vel*delta)
|
|
|
+ {
|
|
|
+ hitObstacle = 1;
|
|
|
+ player->vel = 0.0f;
|
|
|
+ p->y = ei->rect.y;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!hitObstacle)
|
|
|
+ {
|
|
|
+ player->pos.y += player->vel*delta;
|
|
|
+ player->vel += G*delta;
|
|
|
+ player->canJump = 0;
|
|
|
+ }
|
|
|
+ else player->canJump = 1;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+int main(void)
|
|
|
+{
|
|
|
+ // Initialization
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+ const int screenWidth = 800;
|
|
|
+ const int screenHeight = 450;
|
|
|
+
|
|
|
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
|
|
+
|
|
|
+ Player player = { 0 };
|
|
|
+ player.pos = (Vector2){ 400, 280 };
|
|
|
+ player.vel = 0;
|
|
|
+ player.canJump = 0;
|
|
|
+ EnvItem envItems[] = {
|
|
|
+ {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
|
|
|
+ {{ 0, 400, 1000, 200 }, 1, GRAY },
|
|
|
+ {{ 300, 200, 400, 10 }, 1, GRAY },
|
|
|
+ {{ 250, 300, 100, 10 }, 1, GRAY },
|
|
|
+ {{ 650, 300, 100, 10 }, 1, GRAY }
|
|
|
+ };
|
|
|
+
|
|
|
+ int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
|
|
|
+
|
|
|
+ Camera2D camera = { 0 };
|
|
|
+ camera.target = player.pos;
|
|
|
+ camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
|
|
|
+ camera.rotation = 0.0f;
|
|
|
+ camera.zoom = 1.0f;
|
|
|
+
|
|
|
+ // Store pointers to the multiple update camera functions
|
|
|
+ void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
|
|
|
+ UpdateCameraCenter,
|
|
|
+ UpdateCameraCenterInsideMap,
|
|
|
+ UpdateCameraCenterSmoothFollow,
|
|
|
+ UpdateCameraEvenOutOnLanding,
|
|
|
+ UpdateCameraPlayerBoundsPush
|
|
|
+ };
|
|
|
+
|
|
|
+ int cameraOption = 0;
|
|
|
+ int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
|
|
|
+
|
|
|
+ char *cameraDescriptions[] = {
|
|
|
+ "Follow player center",
|
|
|
+ "Follow player center, but clamp to map edges",
|
|
|
+ "Follow player center; smoothed",
|
|
|
+ "Follow player center horizontally; updateplayer center vertically after landing",
|
|
|
+ "Player push camera on getting too close to screen edge"
|
|
|
+ };
|
|
|
+
|
|
|
+ SetTargetFPS(60);
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ // Main game loop
|
|
|
+ while (!WindowShouldClose())
|
|
|
+ {
|
|
|
+ // Update
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+ float deltaTime = GetFrameTime();
|
|
|
+
|
|
|
+ UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
|
|
|
+
|
|
|
+ camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
|
|
+
|
|
|
+ if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
|
|
+ else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
|
|
|
+
|
|
|
+ if (IsKeyPressed(KEY_R))
|
|
|
+ {
|
|
|
+ camera.zoom = 1.0f;
|
|
|
+ player.pos = (Vector2){ 400, 280 };
|
|
|
+ }
|
|
|
+
|
|
|
+ if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
|
|
|
+
|
|
|
+ // Call update camera function by its pointer
|
|
|
+ cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ // Draw
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+ BeginDrawing();
|
|
|
+
|
|
|
+ ClearBackground(LIGHTGRAY);
|
|
|
+
|
|
|
+ BeginMode2D(camera);
|
|
|
+
|
|
|
+ for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
|
|
|
+
|
|
|
+ Rectangle playerRect = { player.pos.x - 20, player.pos.y - 40, 40, 40 };
|
|
|
+ DrawRectangleRec(playerRect, RED);
|
|
|
+
|
|
|
+ EndMode2D();
|
|
|
+
|
|
|
+ DrawText("Controls:", 20, 20, 10, BLACK);
|
|
|
+ DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
|
|
|
+ DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
|
|
|
+ DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
|
|
|
+ DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
|
|
|
+ DrawText("Current camera mode:", 20, 120, 10, BLACK);
|
|
|
+ DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
|
|
|
+
|
|
|
+ EndDrawing();
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+ }
|
|
|
+
|
|
|
+ // De-Initialization
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+ CloseWindow(); // Close window and OpenGL context
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|