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+/*******************************************************************************************
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+*
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+* raylib [core] example - 2d camera extended
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+*
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+* This example has been created using raylib 1.5 (www.raylib.com)
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+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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+*
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+* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include "raymath.h"
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+
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+#define G 400
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+#define PLAYER_JUMP_SPD 350.f
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+#define PLAYER_HOR_SPD 200.f
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+
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+typedef struct Player {
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+ Vector2 pos;
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+ float vel;
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+ int canJump;
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+} Player;
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+
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+typedef struct EnvItem {
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+ Rectangle rect;
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+ int blocking;
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+ Color color;
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+} EnvItem;
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+
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+void updateCameraCenter(
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+ float delta,
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+ Camera2D *camera,
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+ Player *player,
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+ EnvItem *envItems,
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+ int envItemsLength,
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+ int width, int height
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+) {
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+ camera->offset = (Vector2){ width/2, height/2 };
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+ camera->target = player->pos;
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+}
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+
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+void updateCameraCenterInsideMap(
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+ float delta,
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+ Camera2D *camera,
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+ Player *player,
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+ EnvItem *envItems,
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+ int envItemsLength,
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+ int width, int height
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+) {
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+ camera->target = player->pos;
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+ camera->offset = (Vector2){ width/2, height/2 };
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+ float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
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+ for (int i = 0; i < envItemsLength; i++) {
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+ EnvItem *ei = envItems + i;
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+ minX = fminf(ei->rect.x, minX);
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+ maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
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+ minY = fminf(ei->rect.y, minY);
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+ maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
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+ }
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+ Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
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+ Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
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+ if (max.x < width) {
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+ camera->offset.x = width - (max.x - width/2);
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+ }
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+ if (max.y < height) {
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+ camera->offset.y = height - (max.y - height/2);
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+ }
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+ if (min.x > 0) {
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+ camera->offset.x = width/2 - min.x;
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+ }
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+ if (min.y > 0) {
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+ camera->offset.y = height/2- min.y;
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+ }
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+}
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+
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+void updateCameraCenterSmoothFollow(
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+ float delta,
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+ Camera2D *camera,
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+ Player *player,
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+ EnvItem *envItems,
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+ int envItemsLength,
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+ int width, int height
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+) {
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+ static float minSpeed = 30;
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+ static float minEffectLength = 10;
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+ static float fractionSpeed = 0.8f;
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+ camera->offset = (Vector2){ width/2, height/2 };
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+ Vector2 diff = Vector2Subtract(player->pos, camera->target);
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+ float length = Vector2Length(diff);
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+ if (length > minEffectLength) {
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+ float speed = fmaxf(fractionSpeed * length, minSpeed);
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+ camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
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+ }
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+}
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+
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+void updateCameraEvenOutOnLanding(
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+ float delta,
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+ Camera2D *camera,
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+ Player *player,
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+ EnvItem *envItems,
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+ int envItemsLength,
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+ int width, int height
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+) {
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+ static float evenOutSpeed = 700;
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+ static int eveningOut = false;
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+ static float evenOutTarget;
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+ camera->offset = (Vector2){ width/2, height/2 };
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+ camera->target.x = player->pos.x;
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+ if (eveningOut) {
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+ if (evenOutTarget > camera->target.y) {
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+ camera->target.y += evenOutSpeed * delta;
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+ if (camera->target.y > evenOutTarget) {
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+ camera->target.y = evenOutTarget;
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+ eveningOut = 0;
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+ }
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+ } else {
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+ camera->target.y -= evenOutSpeed * delta;
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+ if (camera->target.y < evenOutTarget) {
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+ camera->target.y = evenOutTarget;
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+ eveningOut = 0;
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+ }
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+ }
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+ } else {
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+ if (player->canJump &&
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+ player->vel == 0 &&
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+ player->pos.y != camera->target.y
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+ ) {
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+ eveningOut = 1;
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+ evenOutTarget = player->pos.y;
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+ }
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+ }
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+}
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+
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+void updateCameraPlayerBoundsPush(
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+ float delta,
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+ Camera2D *camera,
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+ Player *player,
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+ EnvItem *envItems,
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+ int envItemsLength,
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+ int width, int height
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+) {
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+ static Vector2 bbox = { 0.2f, 0.2f };
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+
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+ Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height }, *camera);
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+ Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x) * 0.5 * width, (1 + bbox.y) * 0.5 * height }, *camera);
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+ camera->offset = (Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height };
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+
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+ if (player->pos.x < bboxWorldMin.x) {
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+ camera->target.x = player->pos.x;
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+ }
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+ if (player->pos.y < bboxWorldMin.y) {
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+ camera->target.y = player->pos.y;
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+ }
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+ if (player->pos.x > bboxWorldMax.x) {
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+ camera->target.x = bboxWorldMin.x + (player->pos.x - bboxWorldMax.x);
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+ }
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+ if (player->pos.y > bboxWorldMax.y) {
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+ camera->target.y = bboxWorldMin.y + (player->pos.y - bboxWorldMax.y);
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+ }
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+}
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+
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+
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+void updatePlayer(float delta, Player *player, EnvItem *envItems, int envItemsLength) {
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+ if (IsKeyDown(KEY_LEFT)) player->pos.x -= PLAYER_HOR_SPD*delta;
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+ if (IsKeyDown(KEY_RIGHT)) player->pos.x += PLAYER_HOR_SPD*delta;
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+ if (IsKeyDown(KEY_SPACE) && player->canJump) {
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+ player->vel = -PLAYER_JUMP_SPD;
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+ player->canJump = 0;
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+ }
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+
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+ int hitObstacle = 0;
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+ for (int i = 0; i < envItemsLength; i++) {
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+ EnvItem *ei = envItems + i;
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+ Vector2 *p = &(player->pos);
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+ if (ei->blocking &&
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+ ei->rect.x <= p->x &&
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+ ei->rect.x + ei->rect.width >= p->x &&
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+ ei->rect.y >= p->y &&
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+ ei->rect.y < p->y + player->vel * delta)
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+ {
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+ hitObstacle = 1;
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+ player->vel = 0.0f;
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+ p->y = ei->rect.y;
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+ }
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+ }
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+ if (!hitObstacle) {
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+ player->pos.y += player->vel * delta;
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+ player->vel += G * delta;
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+ player->canJump = 0;
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+ } else {
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+ player->canJump = 1;
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+ }
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+}
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+
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+void renderWorld(Player *player, EnvItem *envItems, int envItemsLength) {
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+ for (int i = 0; i < envItemsLength; i++) {
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+ DrawRectangleRec(envItems[i].rect, envItems[i].color);
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+ }
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+ Rectangle playerRect = { player->pos.x - 20, player->pos.y - 40, 40, 40 };
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+ DrawRectangleRec(playerRect, RED);
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+}
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+
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+int main(void)
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+{
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+ InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
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+ SetTargetFPS(60);
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+
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+ Player player;
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+ player.pos = (Vector2){ 400, 280 };
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+ player.vel = 0;
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+ player.canJump = 0;
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+ EnvItem envItems[] = {
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+ {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
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+ {{ 0, 400, 1000, 200 }, 1, GRAY },
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+ {{ 300, 200, 400, 10 }, 1, GRAY },
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+ {{ 250, 300, 100, 10 }, 1, GRAY },
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+ {{ 650, 300, 100, 10 }, 1, GRAY }
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+ };
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+ int envItemsLength = sizeof(envItems) / sizeof (envItems[0]);
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+
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+ Camera2D camera = { 0 };
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+ camera.target = player.pos;
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+ camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
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+ camera.rotation = 0.0f;
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+ camera.zoom = 1.0f;
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+
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+ int cameraOption = 0;
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+ void (*cameraUpdaters[])(float, Camera2D*, Player*, EnvItem*, int, int, int) = {
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+ updateCameraCenter,
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+ updateCameraCenterInsideMap,
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+ updateCameraCenterSmoothFollow,
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+ updateCameraEvenOutOnLanding,
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+ updateCameraPlayerBoundsPush
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+ };
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+ int cameraUpdatersLength = sizeof(cameraUpdaters) / sizeof(cameraUpdaters[0]);
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+ char* cameraDescriptions[] = {
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+ "Follow player center",
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+ "Follow player center, but clamp to map edges",
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+ "Follow player center; smoothed",
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+ "Follow player center horizontally; updateplayer center vertically after landing",
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+ "Player push camera on getting too close to screen edge"
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+ };
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+
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+ while (!WindowShouldClose()) {
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+ float delta = GetFrameTime();
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+ updatePlayer(delta, &player, envItems, envItemsLength);
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+
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+ camera.zoom += ((float)GetMouseWheelMove()*0.05f);
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+ if (camera.zoom > 3.0f) camera.zoom = 3.0f;
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+ else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
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+ if (IsKeyPressed(KEY_R))
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+ {
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+ camera.zoom = 1.0f;
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+ }
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+
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+ if (IsKeyPressed(KEY_C)) {
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+ cameraOption = (cameraOption + 1) % cameraUpdatersLength;
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+ }
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+ cameraUpdaters[cameraOption](delta, &camera, &player, envItems, envItemsLength, screenWidth, screenHeight);
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+
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+ BeginDrawing();
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+ ClearBackground(RAYWHITE);
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+
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+ BeginMode2D(camera);
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+ renderWorld(&player, envItems, envItemsLength);
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+ EndMode2D();
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+
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+ DrawText("Controls:", 20, 20, 10, BLACK);
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+ DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
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+ DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
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+ DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
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+ DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
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+ DrawText("Current camera mode:", 20, 120, 10, BLACK);
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+ DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
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+ EndDrawing();
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+ }
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+
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+ CloseWindow(); // Close window and OpenGL context
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+
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+ return 0;
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+}
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