Improved 2d camera system -IN PROGRESS-
This commit is contained in:
parent
956a6e6f77
commit
a3f16c8459
2 changed files with 32 additions and 14 deletions
|
@ -22,11 +22,14 @@ int main()
|
||||||
|
|
||||||
Camera2D camera;
|
Camera2D camera;
|
||||||
|
|
||||||
camera.position = (Vector2){ 0, 0 };
|
camera.offset = (Vector2){ 0, 0 };
|
||||||
camera.origin = (Vector2){ 100, 100 };
|
camera.target = (Vector2){ 400, 200 };
|
||||||
camera.rotation = 0.0f;
|
camera.rotation = 0.0f;
|
||||||
camera.zoom = 1.0f;
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
Rectangle player = { 400, 200, 40, 40 };
|
||||||
|
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@ -35,16 +38,28 @@ int main()
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
|
if (IsKeyDown(KEY_RIGHT)) player.x -= 2;
|
||||||
else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
|
else if (IsKeyDown(KEY_LEFT)) player.x += 2;
|
||||||
else if (IsKeyDown(KEY_UP)) camera.position.y++;
|
else if (IsKeyDown(KEY_UP)) player.y -= 2;
|
||||||
else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
|
else if (IsKeyDown(KEY_DOWN)) player.y += 2;
|
||||||
|
|
||||||
|
// Camera target follows player
|
||||||
|
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||||
|
|
||||||
if (IsKeyDown(KEY_R)) camera.rotation--;
|
if (IsKeyDown(KEY_R)) camera.rotation--;
|
||||||
else if (IsKeyDown(KEY_F)) camera.rotation++;
|
else if (IsKeyDown(KEY_F)) camera.rotation++;
|
||||||
|
|
||||||
if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
|
// Camera controls
|
||||||
if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
|
if (IsKeyDown(KEY_R)) camera.rotation--;
|
||||||
|
else if (IsKeyDown(KEY_F)) camera.rotation++;
|
||||||
|
|
||||||
|
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_Z))
|
||||||
|
{
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
camera.rotation = 0.0f;
|
||||||
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
@ -56,7 +71,10 @@ int main()
|
||||||
DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
|
DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
|
||||||
|
|
||||||
DrawRectangle(0, 300, screenWidth, 50, GRAY);
|
DrawRectangle(0, 300, screenWidth, 50, GRAY);
|
||||||
DrawRectangle(400, 250, 40, 40, RED);
|
DrawRectangleRec(player, RED);
|
||||||
|
|
||||||
|
DrawRectangle(camera.origin.x, 0, 1, screenHeight, GREEN);
|
||||||
|
DrawRectangle(0, camera.origin.y, screenWidth, 1, GREEN);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
10
src/core.c
10
src/core.c
|
@ -560,14 +560,14 @@ void BeginDrawingEx(Camera2D camera)
|
||||||
{
|
{
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
// TODO: Consider origin offset on position, rotation, scaling
|
// Camera rotation and scaling is always relative to 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 matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
|
||||||
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
|
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
|
||||||
Matrix matTranslation = MatrixTranslate(camera.position.x, camera.position.y, 0.0f);
|
|
||||||
Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f);
|
|
||||||
|
|
||||||
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
|
||||||
|
|
||||||
|
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
|
||||||
|
|
||||||
rlMultMatrixf(MatrixToFloat(matTransform));
|
rlMultMatrixf(MatrixToFloat(matTransform));
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue