/******************************************************************************************* * * 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; }