added core example smooth pixel perfect camera
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examples/core/core_smooth pixel-perfect camera.py
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examples/core/core_smooth pixel-perfect camera.py
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from pyray import *
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import math
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#Initialization
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screenWidth = 800
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screenHeight = 450
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virtualScreenWidth = 160
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virtualScreenHeight = 90
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virtualRatio = screenWidth/ virtualScreenWidth
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init_window(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera")
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worldSpaceCamera = Camera2D([0]) # Game world camera
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worldSpaceCamera.zoom = 1.0
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screenSpaceCamera = Camera2D([0]) # Smoothing camera
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screenSpaceCamera.zoom = 1.0
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target = load_render_texture(virtualScreenWidth, virtualScreenHeight); # This is where we'll draw all our objects.
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rec01 = Rectangle(70.0, 35.0, 20.0, 20.0)
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rec02 = Rectangle(90.0, 55.0, 30.0, 10.0)
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rec03 = Rectangle(80.0, 65.0, 15.0, 25.0)
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# The target's height is flipped (in the source Rectangle), due to OpenGL reasons
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sourceRec = Rectangle(0.0, 0.0, target.texture.width, -target.texture.height)
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destRec = Rectangle(-virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2))
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origin = Vector2(0.0, 0.0)
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rotation = 0.0
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cameraX = 0.0
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cameraY = 0.0
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set_target_fps(60)
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# Main game loop
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while not window_should_close(): # Detect window close button or ESC key
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# Update
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rotation += 60.0 *get_frame_time(); # Rotate the rectangles, 60 degrees per second
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# Make the camera move to demonstrate the effect
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cameraX = (math.sin(get_time())*50.0) - 10.0
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cameraY = math.cos(get_time())*30.0
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# Set the camera's target to the values computed above
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screenSpaceCamera.target = Vector2(cameraX, cameraY)
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# Round worldSpace coordinates, keep decimals into screenSpace coordinates
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worldSpaceCamera.target.x = screenSpaceCamera.target.x
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screenSpaceCamera.target.x -= worldSpaceCamera.target.x
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screenSpaceCamera.target.x *= virtualRatio
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worldSpaceCamera.target.y = screenSpaceCamera.target.y
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screenSpaceCamera.target.y -= worldSpaceCamera.target.y
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screenSpaceCamera.target.y *= virtualRatio
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begin_texture_mode(target)
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clear_background(RAYWHITE)
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begin_mode_2d(worldSpaceCamera)
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draw_rectangle_pro(rec01, origin, rotation, BLACK)
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draw_rectangle_pro(rec02, origin, -rotation, RED)
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draw_rectangle_pro(rec03, origin, rotation + 45.0, BLUE)
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end_mode_2d()
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end_texture_mode()
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begin_drawing()
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clear_background(RED)
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begin_mode_2d(screenSpaceCamera)
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draw_texture_pro(target.texture, sourceRec, destRec, origin, 0.0, WHITE)
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end_mode_2d()
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draw_text(text_format("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE)
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draw_text(text_format("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN)
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draw_fps(get_screen_width() - 95, 10)
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end_drawing()
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# De-Initialization
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unload_render_texture(target) # Unload render texture
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close_window(); # Close window and OpenGL context
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