/******************************************************************************************* * * raylib [core] example - 2d camera * * Example originally created with raylib 1.5, last time updated with raylib 3.0 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2016-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define MAX_BUILDINGS 100 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); Rectangle player = { 400, 280, 40, 40 }; Rectangle buildings[MAX_BUILDINGS] = { 0 }; Color buildColors[MAX_BUILDINGS] = { 0 }; int spacing = 0; for (int i = 0; i < MAX_BUILDINGS; i++) { buildings[i].width = (float)GetRandomValue(50, 200); buildings[i].height = (float)GetRandomValue(100, 800); buildings[i].y = screenHeight - 130.0f - buildings[i].height; buildings[i].x = -6000.0f + spacing; spacing += (int)buildings[i].width; buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 }; } Camera2D camera = { 0 }; camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f }; camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; camera.rotation = 0.0f; camera.zoom = 1.0f; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Player movement if (IsKeyDown(KEY_RIGHT)) player.x += 2; else if (IsKeyDown(KEY_LEFT)) player.x -= 2; // Camera target follows player camera.target = (Vector2){ player.x + 20, player.y + 20 }; // Camera rotation controls if (IsKeyDown(KEY_A)) camera.rotation--; else if (IsKeyDown(KEY_S)) camera.rotation++; // Limit camera rotation to 80 degrees (-40 to 40) if (camera.rotation > 40) camera.rotation = 40; else if (camera.rotation < -40) camera.rotation = -40; // Camera zoom controls camera.zoom += ((float)GetMouseWheelMove()*0.05f); if (camera.zoom > 3.0f) camera.zoom = 3.0f; else if (camera.zoom < 0.1f) camera.zoom = 0.1f; // Camera reset (zoom and rotation) if (IsKeyPressed(KEY_R)) { camera.zoom = 1.0f; camera.rotation = 0.0f; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode2D(camera); DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY); for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]); DrawRectangleRec(player, RED); DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN); DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN); EndMode2D(); DrawText("SCREEN AREA", 640, 10, 20, RED); DrawRectangle(0, 0, screenWidth, 5, RED); DrawRectangle(0, 5, 5, screenHeight - 10, RED); DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED); DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED); DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f)); DrawRectangleLines( 10, 10, 250, 113, BLUE); DrawText("Free 2d camera controls:", 20, 20, 10, BLACK); DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY); DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY); DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY); DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }