| @ -0,0 +1,284 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [core] example - 2d camera extended | |||
| * | |||
| * This example has been created using raylib 1.5 (www.raylib.com) | |||
| * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
| * | |||
| * Copyright (c) 2016 Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #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( | |||
| float delta, | |||
| Camera2D *camera, | |||
| Player *player, | |||
| EnvItem *envItems, | |||
| int envItemsLength, | |||
| int width, int height | |||
| ) { | |||
| camera->offset = (Vector2){ width/2, height/2 }; | |||
| camera->target = player->pos; | |||
| } | |||
| void updateCameraCenterInsideMap( | |||
| float delta, | |||
| Camera2D *camera, | |||
| Player *player, | |||
| EnvItem *envItems, | |||
| int envItemsLength, | |||
| 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( | |||
| float delta, | |||
| Camera2D *camera, | |||
| Player *player, | |||
| EnvItem *envItems, | |||
| int envItemsLength, | |||
| 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( | |||
| float delta, | |||
| Camera2D *camera, | |||
| Player *player, | |||
| EnvItem *envItems, | |||
| int envItemsLength, | |||
| 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( | |||
| float delta, | |||
| Camera2D *camera, | |||
| Player *player, | |||
| EnvItem *envItems, | |||
| int envItemsLength, | |||
| int width, int height | |||
| ) { | |||
| static Vector2 bbox = { 0.2f, 0.2f }; | |||
| Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height }, *camera); | |||
| Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x) * 0.5 * width, (1 + bbox.y) * 0.5 * height }, *camera); | |||
| camera->offset = (Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * 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(float delta, Player *player, EnvItem *envItems, int envItemsLength) { | |||
| 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; | |||
| } | |||
| } | |||
| void renderWorld(Player *player, EnvItem *envItems, int envItemsLength) { | |||
| 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); | |||
| } | |||
| int main(void) | |||
| { | |||
| const int screenWidth = 800; | |||
| const int screenHeight = 450; | |||
| InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); | |||
| SetTargetFPS(60); | |||
| Player player; | |||
| 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; | |||
| int cameraOption = 0; | |||
| void (*cameraUpdaters[])(float, Camera2D*, Player*, EnvItem*, int, int, int) = { | |||
| updateCameraCenter, | |||
| updateCameraCenterInsideMap, | |||
| updateCameraCenterSmoothFollow, | |||
| updateCameraEvenOutOnLanding, | |||
| updateCameraPlayerBoundsPush | |||
| }; | |||
| 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" | |||
| }; | |||
| while (!WindowShouldClose()) { | |||
| float delta = GetFrameTime(); | |||
| updatePlayer(delta, &player, envItems, envItemsLength); | |||
| 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; | |||
| } | |||
| if (IsKeyPressed(KEY_C)) { | |||
| cameraOption = (cameraOption + 1) % cameraUpdatersLength; | |||
| } | |||
| cameraUpdaters[cameraOption](delta, &camera, &player, envItems, envItemsLength, screenWidth, screenHeight); | |||
| BeginDrawing(); | |||
| ClearBackground(RAYWHITE); | |||
| BeginMode2D(camera); | |||
| renderWorld(&player, envItems, envItemsLength); | |||
| 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(); | |||
| } | |||
| CloseWindow(); // Close window and OpenGL context | |||
| return 0; | |||
| } | |||