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-rw-r--r--examples/core/core_2d_camera_ext.c284
-rw-r--r--examples/core/core_2d_camera_platformer.c282
2 files changed, 282 insertions, 284 deletions
diff --git a/examples/core/core_2d_camera_ext.c b/examples/core/core_2d_camera_ext.c
deleted file mode 100644
index 330e39ef..00000000
--- a/examples/core/core_2d_camera_ext.c
+++ /dev/null
@@ -1,284 +0,0 @@
-/*******************************************************************************************
-*
-* 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;
-}
diff --git a/examples/core/core_2d_camera_platformer.c b/examples/core/core_2d_camera_platformer.c
new file mode 100644
index 00000000..e5ebbde1
--- /dev/null
+++ b/examples/core/core_2d_camera_platformer.c
@@ -0,0 +1,282 @@
+/*******************************************************************************************
+*
+* raylib [core] example - 2d camera extended
+*
+* 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)
+*
+* Copyright (c) 2019 arvyy (@arvyy)
+*
+********************************************************************************************/
+
+#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(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 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;
+}
+
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
+
+ Player player = { 0 };
+ 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;
+
+ // 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"
+ };
+
+ 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.pos = (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.pos.x - 20, player.pos.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);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}