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- /*******************************************************************************************
- *
- * 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)
- * ABOUTSALUTESECURE
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "raymath.h"
- #include <stdio.h>
- #define G 400
- #define PLAYER_JUMP_SPD 350.0f
- #define PLAYER_HOR_SPD 200.0f
- typedef struct Player {
- Vector2 position;
- float downspeed;
- bool canJump;
- } Player;
- typedef struct EnvItem {
- Rectangle rect;
- int blocking;
- Color color;
- } EnvItem;
- void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
- 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)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
- Player player = { 0 };
- player.position = (Vector2){ 400, 280 };
- player.downspeed = 0;
- player.canJump = false;
- 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.position;
- camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
- camera.rotation = 0.0f;
- camera.zoom = 1.0f;
- // Store pointers to the multiple update camera functions
- void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
- UpdateCameraCenter,
- UpdateCameraCenterInsideMap,
- UpdateCameraCenterSmoothFollow,
- UpdateCameraEvenOutOnLanding,
- UpdateCameraPlayerBoundsPush
- };
- int cameraOption = 0;
- 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"
- };
- char* x_pos_txt;
- char* y_pos_txt;
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose())
- {
- // Update
- //----------------------------------------------------------------------------------
- float deltaTime = GetFrameTime();
- UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
- 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;
- player.position = (Vector2){ 400, 280 };
- }
- if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
- // Call update camera function by its pointer
- cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(LIGHTGRAY);
- BeginMode2D(camera);
- for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
- Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
- DrawRectangleRec(playerRect, RED);
- 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);
- asprintf(&x_pos_txt, "X pos: %f", player.position.x);
- asprintf(&y_pos_txt, "y pos: %f", player.position.y);
- DrawText(x_pos_txt, 20, 180, 10, BLACK);
- DrawText(y_pos_txt, 20, 200, 10, BLACK);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
- {
- if (IsKeyDown(KEY_SPACE) && player->canJump)
- {
- player->downspeed = -PLAYER_JUMP_SPD;
- player->canJump = false;
- }
- int hitObstacle = 0;
- int onGround = 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->downspeed*delta
- )
- {
- onGround = 1;
- player->downspeed = 0.0f;
- p->y = ei->rect.y;
- }
- else if (ei->blocking &&
- ei->rect.y >= p->y &&
- ei->rect.y + ei->rect.height <= p->y
- //ei->rect.y >= p->y &&
- //ei->rect.y < p->y + player->downspeed*delta
- )
- {
- hitObstacle = 1;
- }
- }
- if (!onGround)
- {
- player->position.y += player->downspeed*delta;
- player->downspeed += G*delta;
- player->canJump = true;
- }
- if (!hitObstacle) {
- if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
- if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
- }
- else player->canJump = true;
- }
- void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
- {
- camera->offset = (Vector2){ width/2.0f, height/2.0f };
- 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/2.0f, height/2.0f };
- 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/2.0f, height/2.0f };
- 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/2.0f, height/2.0f };
- 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->downspeed == 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);
- }
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