added core example smooth pixel perfect camera

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“Timfon” 2023-07-25 21:38:27 +07:00 committed by Richard Smith
parent 866f47c72b
commit ad37407929

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