PR formatting review
This commit is contained in:
parent
d8b8c0f3fc
commit
ce8d7042c6
@ -42,7 +42,7 @@ int main(void)
|
||||
|
||||
Camera2D camera = { 0 };
|
||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||
camera.offset = (Vector2){ screenWidth / 2, screenHeight / 2 };
|
||||
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
@ -54,14 +54,10 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_RIGHT))
|
||||
{
|
||||
player.x += 2; // Player movement
|
||||
}
|
||||
else if (IsKeyDown(KEY_LEFT))
|
||||
{
|
||||
player.x -= 2; // Player movement
|
||||
}
|
||||
|
||||
// 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 };
|
||||
|
20
src/core.c
20
src/core.c
@ -1251,20 +1251,20 @@ void BeginMode2D(Camera2D camera)
|
||||
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
|
||||
|
||||
//The camera in world-space is set by
|
||||
//1. Move it to target
|
||||
//2. Rotate by -rotation and scale by (1/zoom)
|
||||
// The camera in world-space is set by
|
||||
// 1. Move it to target
|
||||
// 2. Rotate by -rotation and scale by (1/zoom)
|
||||
// When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
|
||||
// not for the camera getting bigger, hence the invert. Same deal with rotation.
|
||||
//3. Move it by (-offset);
|
||||
// 3. Move it by (-offset);
|
||||
// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
|
||||
// we need to do it into opposite direction (inverse transform)
|
||||
//
|
||||
//Having camera transform in world-space, inverse of it gives the modelview transform.
|
||||
//Since (A*B*C)' = C'*B'*A', the modelview is
|
||||
//1. Move to offset
|
||||
//2. Rotate and Scale
|
||||
//3. Move by -target
|
||||
|
||||
// Having camera transform in world-space, inverse of it gives the modelview transform.
|
||||
// Since (A*B*C)' = C'*B'*A', the modelview is
|
||||
// 1. Move to offset
|
||||
// 2. Rotate and Scale
|
||||
// 3. Move by -target
|
||||
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
|
||||
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
|
||||
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
|
||||
|
Loading…
Reference in New Issue
Block a user