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authorRay <[email protected]>2020-01-30 12:27:04 +0100
committerRay <[email protected]>2020-01-30 12:27:04 +0100
commitcacd4a9d90d6f6dcafc3b32c9f77aa2aa9b4b2b7 (patch)
tree46a80d60007d69e9ad60b2dde24ba8444f0319a2 /examples/core
parentbe7f717a24e72e0bc84389491a063de65c106048 (diff)
downloadraylib-cacd4a9d90d6f6dcafc3b32c9f77aa2aa9b4b2b7.tar.gz
raylib-cacd4a9d90d6f6dcafc3b32c9f77aa2aa9b4b2b7.zip
Some examples tweaks
Diffstat (limited to 'examples/core')
-rw-r--r--examples/core/core_2d_camera_platformer.c303
1 files changed, 157 insertions, 146 deletions
diff --git a/examples/core/core_2d_camera_platformer.c b/examples/core/core_2d_camera_platformer.c
index e5ebbde1..293ffa6a 100644
--- a/examples/core/core_2d_camera_platformer.c
+++ b/examples/core/core_2d_camera_platformer.c
@@ -1,10 +1,12 @@
/*******************************************************************************************
*
-* raylib [core] example - 2d camera extended
+* raylib [core] example - 2d camera platformer
*
* 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)
*
+* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
+*
* Copyright (c) 2019 arvyy (@arvyy)
*
********************************************************************************************/
@@ -17,9 +19,9 @@
#define PLAYER_HOR_SPD 200.f
typedef struct Player {
- Vector2 pos;
- float vel;
- int canJump;
+ Vector2 position;
+ float speed;
+ bool canJump;
} Player;
typedef struct EnvItem {
@@ -28,144 +30,14 @@ typedef struct EnvItem {
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 UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
-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;
-}
+void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
+void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
+void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
+void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
+void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
int main(void)
@@ -178,9 +50,9 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Player player = { 0 };
- player.pos = (Vector2){ 400, 280 };
- player.vel = 0;
- player.canJump = 0;
+ player.position = (Vector2){ 400, 280 };
+ player.speed = 0;
+ player.canJump = false;
EnvItem envItems[] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
{{ 0, 400, 1000, 200 }, 1, GRAY },
@@ -192,7 +64,7 @@ int main(void)
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
Camera2D camera = { 0 };
- camera.target = player.pos;
+ camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
@@ -237,7 +109,7 @@ int main(void)
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
- player.pos = (Vector2){ 400, 280 };
+ player.position = (Vector2){ 400, 280 };
}
if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
@@ -256,7 +128,7 @@ int main(void)
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 };
+ Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
DrawRectangleRec(playerRect, RED);
EndMode2D();
@@ -280,3 +152,142 @@ int main(void)
return 0;
}
+
+void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
+{
+ if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
+ if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
+ if (IsKeyDown(KEY_SPACE) && player->canJump)
+ {
+ player->speed = -PLAYER_JUMP_SPD;
+ player->canJump = false;
+ }
+
+ int hitObstacle = 0;
+ for (int i = 0; i < envItemsLength; i++)
+ {
+ EnvItem *ei = envItems + i;
+ Vector2 *p = &(player->position);
+ 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->speed*delta)
+ {
+ hitObstacle = 1;
+ player->speed = 0.0f;
+ p->y = ei->rect.y;
+ }
+ }
+
+ if (!hitObstacle)
+ {
+ player->position.y += player->speed*delta;
+ player->speed += G*delta;
+ player->canJump = false;
+ }
+ else player->canJump = true;
+}
+
+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->position;
+}
+
+void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
+{
+ camera->target = player->position;
+ 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->position, 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->position.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->speed == 0) && (player->position.y != camera->target.y))
+ {
+ eveningOut = 1;
+ evenOutTarget = player->position.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->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
+ if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
+ if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
+ if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
+}