package main import ( "git.terah.dev/UnrealXR/raylib-go/raylib" ) var ( maxBuildings int = 100 ) func main() { screenWidth := int32(800) screenHeight := int32(450) rl.InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera") player := rl.NewRectangle(400, 280, 40, 40) buildings := make([]rl.Rectangle, maxBuildings) buildColors := make([]rl.Color, maxBuildings) spacing := float32(0) for i := 0; i < maxBuildings; i++ { r := rl.Rectangle{} r.Width = float32(rl.GetRandomValue(50, 200)) r.Height = float32(rl.GetRandomValue(100, 800)) r.Y = float32(screenHeight) - 130 - r.Height r.X = -6000 + spacing spacing += r.Width c := rl.NewColor(byte(rl.GetRandomValue(200, 240)), byte(rl.GetRandomValue(200, 240)), byte(rl.GetRandomValue(200, 250)), byte(255)) buildings[i] = r buildColors[i] = c } camera := rl.Camera2D{} camera.Target = rl.NewVector2(float32(player.X+20), float32(player.Y+20)) camera.Offset = rl.NewVector2(float32(screenWidth/2), float32(screenHeight/2)) camera.Rotation = 0.0 camera.Zoom = 1.0 rl.SetTargetFPS(60) for !rl.WindowShouldClose() { if rl.IsKeyDown(rl.KeyRight) { player.X += 2 // Player movement } else if rl.IsKeyDown(rl.KeyLeft) { player.X -= 2 // Player movement } // Camera target follows player camera.Target = rl.NewVector2(float32(player.X+20), float32(player.Y+20)) // Camera rotation controls if rl.IsKeyDown(rl.KeyA) { camera.Rotation-- } else if rl.IsKeyDown(rl.KeyS) { 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 += float32(rl.GetMouseWheelMove()) * 0.05 if camera.Zoom > 3.0 { camera.Zoom = 3.0 } else if camera.Zoom < 0.1 { camera.Zoom = 0.1 } // Camera reset (zoom and rotation) if rl.IsKeyPressed(rl.KeyR) { camera.Zoom = 1.0 camera.Rotation = 0.0 } rl.BeginDrawing() rl.ClearBackground(rl.RayWhite) rl.BeginMode2D(camera) rl.DrawRectangle(-6000, 320, 13000, 8000, rl.DarkGray) for i := 0; i < maxBuildings; i++ { rl.DrawRectangleRec(buildings[i], buildColors[i]) } rl.DrawRectangleRec(player, rl.Red) rl.DrawRectangle(int32(camera.Target.X), -500, 1, screenHeight*4, rl.Green) rl.DrawRectangle(-500, int32(camera.Target.Y), screenWidth*4, 1, rl.Green) rl.EndMode2D() rl.DrawText("SCREEN AREA", 640, 10, 20, rl.Red) rl.DrawRectangle(0, 0, screenWidth, 5, rl.Red) rl.DrawRectangle(0, 5, 5, screenHeight-10, rl.Red) rl.DrawRectangle(screenWidth-5, 5, 5, screenHeight-10, rl.Red) rl.DrawRectangle(0, screenHeight-5, screenWidth, 5, rl.Red) rl.DrawRectangle(10, 10, 250, 113, rl.Fade(rl.SkyBlue, 0.5)) rl.DrawRectangleLines(10, 10, 250, 113, rl.Blue) rl.DrawText("Free 2d camera controls:", 20, 20, 10, rl.Black) rl.DrawText("- Right/Left to move Offset", 40, 40, 10, rl.DarkGray) rl.DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, rl.DarkGray) rl.DrawText("- A / S to Rotate", 40, 80, 10, rl.DarkGray) rl.DrawText("- R to reset Zoom and Rotation", 40, 100, 10, rl.DarkGray) rl.EndDrawing() } rl.CloseWindow() }