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/*******************************************************************************************
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*
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* raylib [core] example - 2D Camera system
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*
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* Example originally created with raylib 1.5, last time updated with raylib 3.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2016-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_BUILDINGS 100
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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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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Rectangle player = { 400, 280, 40, 40 };
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Rectangle buildings[MAX_BUILDINGS] = { 0 };
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Color buildColors[MAX_BUILDINGS] = { 0 };
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int spacing = 0;
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for (int i = 0; i < MAX_BUILDINGS; i++)
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{
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buildings[i].width = (float)GetRandomValue(50, 200);
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buildings[i].height = (float)GetRandomValue(100, 800);
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buildings[i].y = screenHeight - 130.0f - buildings[i].height;
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buildings[i].x = -6000.0f + spacing;
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spacing += (int)buildings[i].width;
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buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
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}
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Camera2D camera = { 0 };
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camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
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camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Player movement
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if (IsKeyDown(KEY_RIGHT)) player.x += 2;
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else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
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// Camera target follows player
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camera.target = (Vector2){ player.x + 20, player.y + 20 };
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// Camera rotation controls
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if (IsKeyDown(KEY_A)) camera.rotation--;
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else if (IsKeyDown(KEY_S)) camera.rotation++;
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// Limit camera rotation to 80 degrees (-40 to 40)
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if (camera.rotation > 40) camera.rotation = 40;
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else if (camera.rotation < -40) camera.rotation = -40;
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// Camera zoom controls
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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 < 0.1f) camera.zoom = 0.1f;
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// Camera reset (zoom and rotation)
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if (IsKeyPressed(KEY_R))
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{
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camera.zoom = 1.0f;
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camera.rotation = 0.0f;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode2D(camera);
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
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for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
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DrawRectangleRec(player, RED);
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DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
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DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
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EndMode2D();
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DrawText("SCREEN AREA", 640, 10, 20, RED);
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DrawRectangle(0, 0, screenWidth, 5, RED);
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DrawRectangle(0, 5, 5, screenHeight - 10, RED);
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DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
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DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
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DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 250, 113, BLUE);
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DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
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DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
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DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
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DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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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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