1/*******************************************************************************************
2*
3* raylib [core] example - 2d camera platformer
4*
5* This example has been created using raylib 2.5 (www.raylib.com)
6* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7*
8* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
9*
10* Copyright (c) 2019 arvyy (@arvyy)
11*
12********************************************************************************************/
13
14#include "raylib.h"
15#include "raymath.h"
16
17#define G 400
18#define PLAYER_JUMP_SPD 350.f
19#define PLAYER_HOR_SPD 200.f
20
21typedef struct Player {
22 Vector2 position;
23 float speed;
24 bool canJump;
25} Player;
26
27typedef struct EnvItem {
28 Rectangle rect;
29 int blocking;
30 Color color;
31} EnvItem;
32
33
34void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
35
36void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
37void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
38void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
39void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
40void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
41
42
43int main(void)
44{
45 // Initialization
46 //--------------------------------------------------------------------------------------
47 const int screenWidth = 800;
48 const int screenHeight = 450;
49
50 InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
51
52 Player player = { 0 };
53 player.position = (Vector2){ 400, 280 };
54 player.speed = 0;
55 player.canJump = false;
56 EnvItem envItems[] = {
57 {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
58 {{ 0, 400, 1000, 200 }, 1, GRAY },
59 {{ 300, 200, 400, 10 }, 1, GRAY },
60 {{ 250, 300, 100, 10 }, 1, GRAY },
61 {{ 650, 300, 100, 10 }, 1, GRAY }
62 };
63
64 int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
65
66 Camera2D camera = { 0 };
67 camera.target = player.position;
68 camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
69 camera.rotation = 0.0f;
70 camera.zoom = 1.0f;
71
72 // Store pointers to the multiple update camera functions
73 void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
74 UpdateCameraCenter,
75 UpdateCameraCenterInsideMap,
76 UpdateCameraCenterSmoothFollow,
77 UpdateCameraEvenOutOnLanding,
78 UpdateCameraPlayerBoundsPush
79 };
80
81 int cameraOption = 0;
82 int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
83
84 char *cameraDescriptions[] = {
85 "Follow player center",
86 "Follow player center, but clamp to map edges",
87 "Follow player center; smoothed",
88 "Follow player center horizontally; updateplayer center vertically after landing",
89 "Player push camera on getting too close to screen edge"
90 };
91
92 SetTargetFPS(60);
93 //--------------------------------------------------------------------------------------
94
95 // Main game loop
96 while (!WindowShouldClose())
97 {
98 // Update
99 //----------------------------------------------------------------------------------
100 float deltaTime = GetFrameTime();
101
102 UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
103
104 camera.zoom += ((float)GetMouseWheelMove()*0.05f);
105
106 if (camera.zoom > 3.0f) camera.zoom = 3.0f;
107 else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
108
109 if (IsKeyPressed(KEY_R))
110 {
111 camera.zoom = 1.0f;
112 player.position = (Vector2){ 400, 280 };
113 }
114
115 if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
116
117 // Call update camera function by its pointer
118 cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
119 //----------------------------------------------------------------------------------
120
121 // Draw
122 //----------------------------------------------------------------------------------
123 BeginDrawing();
124
125 ClearBackground(LIGHTGRAY);
126
127 BeginMode2D(camera);
128
129 for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
130
131 Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
132 DrawRectangleRec(playerRect, RED);
133
134 EndMode2D();
135
136 DrawText("Controls:", 20, 20, 10, BLACK);
137 DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
138 DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
139 DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
140 DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
141 DrawText("Current camera mode:", 20, 120, 10, BLACK);
142 DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
143
144 EndDrawing();
145 //----------------------------------------------------------------------------------
146 }
147
148 // De-Initialization
149 //--------------------------------------------------------------------------------------
150 CloseWindow(); // Close window and OpenGL context
151 //--------------------------------------------------------------------------------------
152
153 return 0;
154}
155
156void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
157{
158 if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
159 if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
160 if (IsKeyDown(KEY_SPACE) && player->canJump)
161 {
162 player->speed = -PLAYER_JUMP_SPD;
163 player->canJump = false;
164 }
165
166 int hitObstacle = 0;
167 for (int i = 0; i < envItemsLength; i++)
168 {
169 EnvItem *ei = envItems + i;
170 Vector2 *p = &(player->position);
171 if (ei->blocking &&
172 ei->rect.x <= p->x &&
173 ei->rect.x + ei->rect.width >= p->x &&
174 ei->rect.y >= p->y &&
175 ei->rect.y < p->y + player->speed*delta)
176 {
177 hitObstacle = 1;
178 player->speed = 0.0f;
179 p->y = ei->rect.y;
180 }
181 }
182
183 if (!hitObstacle)
184 {
185 player->position.y += player->speed*delta;
186 player->speed += G*delta;
187 player->canJump = false;
188 }
189 else player->canJump = true;
190}
191
192void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
193{
194 camera->offset = (Vector2){ width/2, height/2 };
195 camera->target = player->position;
196}
197
198void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
199{
200 camera->target = player->position;
201 camera->offset = (Vector2){ width/2, height/2 };
202 float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
203
204 for (int i = 0; i < envItemsLength; i++)
205 {
206 EnvItem *ei = envItems + i;
207 minX = fminf(ei->rect.x, minX);
208 maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
209 minY = fminf(ei->rect.y, minY);
210 maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
211 }
212
213 Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
214 Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
215
216 if (max.x < width) camera->offset.x = width - (max.x - width/2);
217 if (max.y < height) camera->offset.y = height - (max.y - height/2);
218 if (min.x > 0) camera->offset.x = width/2 - min.x;
219 if (min.y > 0) camera->offset.y = height/2 - min.y;
220}
221
222void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
223{
224 static float minSpeed = 30;
225 static float minEffectLength = 10;
226 static float fractionSpeed = 0.8f;
227
228 camera->offset = (Vector2){ width/2, height/2 };
229 Vector2 diff = Vector2Subtract(player->position, camera->target);
230 float length = Vector2Length(diff);
231
232 if (length > minEffectLength)
233 {
234 float speed = fmaxf(fractionSpeed*length, minSpeed);
235 camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
236 }
237}
238
239void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
240{
241 static float evenOutSpeed = 700;
242 static int eveningOut = false;
243 static float evenOutTarget;
244
245 camera->offset = (Vector2){ width/2, height/2 };
246 camera->target.x = player->position.x;
247
248 if (eveningOut)
249 {
250 if (evenOutTarget > camera->target.y)
251 {
252 camera->target.y += evenOutSpeed*delta;
253
254 if (camera->target.y > evenOutTarget)
255 {
256 camera->target.y = evenOutTarget;
257 eveningOut = 0;
258 }
259 }
260 else
261 {
262 camera->target.y -= evenOutSpeed*delta;
263
264 if (camera->target.y < evenOutTarget)
265 {
266 camera->target.y = evenOutTarget;
267 eveningOut = 0;
268 }
269 }
270 }
271 else
272 {
273 if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
274 {
275 eveningOut = 1;
276 evenOutTarget = player->position.y;
277 }
278 }
279}
280
281void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
282{
283 static Vector2 bbox = { 0.2f, 0.2f };
284
285 Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
286 Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
287 camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
288
289 if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
290 if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
291 if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
292 if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
293}
294