/******************************************************************************************* * * raylib [core] example - 2d camera platformer * * Example originally created with raylib 2.5, last time updated with raylib 3.0 * * Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5) * * 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) 2019-2023 arvyy (@arvyy) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define G 400 #define PLAYER_JUMP_SPD 350.0f #define PLAYER_HOR_SPD 200.0f typedef struct Player { Vector2 position; float speed; bool canJump; } Player; typedef struct EnvItem { Rectangle rect; int blocking; Color color; } EnvItem; //---------------------------------------------------------------------------------- // Module functions declaration //---------------------------------------------------------------------------------- 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); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ 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.speed = 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; update player 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.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); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- 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/2.0f, 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->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); }