Some examples tweaks
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@ -164,7 +164,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# HTML5 emscripten compiler
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# WARNING: To compile to HTML5, code must be redesigned
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# WARNING: To compile to HTML5, code must be redesigned
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# to use emscripten.h and emscripten_set_main_loop()
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CC = emcc
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endif
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@ -359,6 +359,7 @@ EXAMPLES = \
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core/core_input_multitouch \
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core/core_input_gestures \
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core/core_2d_camera \
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core/core_2d_camera_platformer \
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core/core_3d_camera_mode \
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core/core_3d_camera_free \
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core/core_3d_camera_first_person \
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@ -429,6 +430,7 @@ EXAMPLES = \
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models/models_skybox \
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models/models_yaw_pitch_roll \
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models/models_heightmap \
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models/models_waving_cubes \
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shaders/shaders_model_shader \
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shaders/shaders_shapes_textures \
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shaders/shaders_custom_uniform \
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@ -1,10 +1,12 @@
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/*******************************************************************************************
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*
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* raylib [core] example - 2d camera extended
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* raylib [core] example - 2d camera platformer
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 arvyy (@arvyy)
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*
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********************************************************************************************/
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@ -17,9 +19,9 @@
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#define PLAYER_HOR_SPD 200.f
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typedef struct Player {
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Vector2 pos;
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float vel;
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int canJump;
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Vector2 position;
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float speed;
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bool canJump;
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} Player;
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typedef struct EnvItem {
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@ -28,144 +30,14 @@ typedef struct EnvItem {
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Color color;
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} EnvItem;
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void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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camera->offset = (Vector2){ width/2, height/2 };
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camera->target = player->pos;
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}
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void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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camera->target = player->pos;
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camera->offset = (Vector2){ width/2, height/2 };
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float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
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for (int i = 0; i < envItemsLength; i++)
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{
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EnvItem *ei = envItems + i;
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minX = fminf(ei->rect.x, minX);
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maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
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minY = fminf(ei->rect.y, minY);
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maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
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}
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Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
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Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
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if (max.x < width) camera->offset.x = width - (max.x - width/2);
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if (max.y < height) camera->offset.y = height - (max.y - height/2);
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if (min.x > 0) camera->offset.x = width/2 - min.x;
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if (min.y > 0) camera->offset.y = height/2 - min.y;
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}
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void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
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void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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static float minSpeed = 30;
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static float minEffectLength = 10;
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static float fractionSpeed = 0.8f;
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camera->offset = (Vector2){ width/2, height/2 };
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Vector2 diff = Vector2Subtract(player->pos, camera->target);
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float length = Vector2Length(diff);
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if (length > minEffectLength)
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{
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float speed = fmaxf(fractionSpeed*length, minSpeed);
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camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
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}
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}
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void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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static float evenOutSpeed = 700;
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static int eveningOut = false;
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static float evenOutTarget;
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camera->offset = (Vector2){ width/2, height/2 };
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camera->target.x = player->pos.x;
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if (eveningOut)
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{
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if (evenOutTarget > camera->target.y)
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{
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camera->target.y += evenOutSpeed*delta;
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if (camera->target.y > evenOutTarget)
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{
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camera->target.y = evenOutTarget;
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eveningOut = 0;
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}
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}
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else
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{
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camera->target.y -= evenOutSpeed*delta;
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if (camera->target.y < evenOutTarget)
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{
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camera->target.y = evenOutTarget;
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eveningOut = 0;
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}
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}
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}
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else
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{
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if (player->canJump && (player->vel == 0) && (player->pos.y != camera->target.y))
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{
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eveningOut = 1;
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evenOutTarget = player->pos.y;
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}
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}
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}
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void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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static Vector2 bbox = { 0.2f, 0.2f };
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Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
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Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
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camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
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if (player->pos.x < bboxWorldMin.x) camera->target.x = player->pos.x;
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if (player->pos.y < bboxWorldMin.y) camera->target.y = player->pos.y;
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if (player->pos.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->pos.x - bboxWorldMax.x);
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if (player->pos.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->pos.y - bboxWorldMax.y);
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}
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void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
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{
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if (IsKeyDown(KEY_LEFT)) player->pos.x -= PLAYER_HOR_SPD*delta;
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if (IsKeyDown(KEY_RIGHT)) player->pos.x += PLAYER_HOR_SPD*delta;
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if (IsKeyDown(KEY_SPACE) && player->canJump)
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{
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player->vel = -PLAYER_JUMP_SPD;
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player->canJump = 0;
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}
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int hitObstacle = 0;
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for (int i = 0; i < envItemsLength; i++)
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{
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EnvItem *ei = envItems + i;
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Vector2 *p = &(player->pos);
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if (ei->blocking &&
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ei->rect.x <= p->x &&
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ei->rect.x + ei->rect.width >= p->x &&
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ei->rect.y >= p->y &&
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ei->rect.y < p->y + player->vel*delta)
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{
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hitObstacle = 1;
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player->vel = 0.0f;
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p->y = ei->rect.y;
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}
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}
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if (!hitObstacle)
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{
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player->pos.y += player->vel*delta;
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player->vel += G*delta;
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player->canJump = 0;
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}
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else player->canJump = 1;
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}
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void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
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void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
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void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
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void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
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void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
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int main(void)
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@ -178,9 +50,9 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
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Player player = { 0 };
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player.pos = (Vector2){ 400, 280 };
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player.vel = 0;
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player.canJump = 0;
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player.position = (Vector2){ 400, 280 };
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player.speed = 0;
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player.canJump = false;
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EnvItem envItems[] = {
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{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
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{{ 0, 400, 1000, 200 }, 1, GRAY },
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@ -192,7 +64,7 @@ int main(void)
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int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
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Camera2D camera = { 0 };
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camera.target = player.pos;
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camera.target = player.position;
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camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
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camera.rotation = 0.0f;
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camera.zoom = 1.0f;
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@ -237,7 +109,7 @@ int main(void)
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if (IsKeyPressed(KEY_R))
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{
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camera.zoom = 1.0f;
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player.pos = (Vector2){ 400, 280 };
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player.position = (Vector2){ 400, 280 };
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}
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if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
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@ -256,7 +128,7 @@ int main(void)
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for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
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Rectangle playerRect = { player.pos.x - 20, player.pos.y - 40, 40, 40 };
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Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
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DrawRectangleRec(playerRect, RED);
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EndMode2D();
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@ -280,3 +152,142 @@ int main(void)
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return 0;
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}
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void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
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{
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if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
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if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
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if (IsKeyDown(KEY_SPACE) && player->canJump)
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{
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player->speed = -PLAYER_JUMP_SPD;
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player->canJump = false;
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}
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int hitObstacle = 0;
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for (int i = 0; i < envItemsLength; i++)
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{
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EnvItem *ei = envItems + i;
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Vector2 *p = &(player->position);
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if (ei->blocking &&
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ei->rect.x <= p->x &&
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ei->rect.x + ei->rect.width >= p->x &&
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ei->rect.y >= p->y &&
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ei->rect.y < p->y + player->speed*delta)
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{
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hitObstacle = 1;
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player->speed = 0.0f;
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p->y = ei->rect.y;
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}
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}
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if (!hitObstacle)
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{
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player->position.y += player->speed*delta;
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player->speed += G*delta;
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player->canJump = false;
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}
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else player->canJump = true;
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}
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void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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camera->offset = (Vector2){ width/2, height/2 };
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camera->target = player->position;
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}
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void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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camera->target = player->position;
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camera->offset = (Vector2){ width/2, height/2 };
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float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
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for (int i = 0; i < envItemsLength; i++)
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{
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EnvItem *ei = envItems + i;
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minX = fminf(ei->rect.x, minX);
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maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
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minY = fminf(ei->rect.y, minY);
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maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
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}
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Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
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Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
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if (max.x < width) camera->offset.x = width - (max.x - width/2);
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if (max.y < height) camera->offset.y = height - (max.y - height/2);
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if (min.x > 0) camera->offset.x = width/2 - min.x;
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if (min.y > 0) camera->offset.y = height/2 - min.y;
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}
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void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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static float minSpeed = 30;
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static float minEffectLength = 10;
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static float fractionSpeed = 0.8f;
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camera->offset = (Vector2){ width/2, height/2 };
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Vector2 diff = Vector2Subtract(player->position, camera->target);
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float length = Vector2Length(diff);
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if (length > minEffectLength)
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{
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float speed = fmaxf(fractionSpeed*length, minSpeed);
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camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
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}
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}
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void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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static float evenOutSpeed = 700;
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static int eveningOut = false;
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static float evenOutTarget;
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camera->offset = (Vector2){ width/2, height/2 };
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camera->target.x = player->position.x;
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if (eveningOut)
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{
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if (evenOutTarget > camera->target.y)
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{
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camera->target.y += evenOutSpeed*delta;
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if (camera->target.y > evenOutTarget)
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{
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camera->target.y = evenOutTarget;
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eveningOut = 0;
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}
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}
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else
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{
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camera->target.y -= evenOutSpeed*delta;
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if (camera->target.y < evenOutTarget)
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{
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camera->target.y = evenOutTarget;
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eveningOut = 0;
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}
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}
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}
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else
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{
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if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
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{
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eveningOut = 1;
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evenOutTarget = player->position.y;
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}
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}
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}
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void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
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{
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static Vector2 bbox = { 0.2f, 0.2f };
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Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
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Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
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camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
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if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
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if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
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if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
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if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
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}
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@ -37,9 +37,9 @@ vec4 Colorizer(float counter, float maxSize)
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void main()
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{
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vec4 color = vec4(1.0);
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float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
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float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
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vec4 color = vec4(1.0);
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float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
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float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
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int valuei = int(value);
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//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
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@ -32,7 +32,6 @@ vec3 Hsv2rgb(vec3 c)
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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/**********************************************************************************************
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