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	Rename and review: core_2d_camera_platformer
This commit is contained in:
		@@ -1,284 +0,0 @@
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/*******************************************************************************************
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*
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*   raylib [core] example - 2d camera extended
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*
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		||||
*   This example has been created using raylib 1.5 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define G 400
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#define PLAYER_JUMP_SPD 350.f
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#define PLAYER_HOR_SPD 200.f
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typedef struct Player {
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    Vector2 pos;
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    float vel;
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    int canJump;
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} Player;
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typedef struct EnvItem {
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    Rectangle rect;
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    int blocking;
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    Color color;
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} EnvItem;
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void updateCameraCenter(
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        float delta, 
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        Camera2D *camera, 
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        Player *player, 
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        EnvItem *envItems, 
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        int envItemsLength, 
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        int width, int height
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) {
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    camera->offset = (Vector2){ width/2, height/2 };
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    camera->target = player->pos;
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}
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void updateCameraCenterInsideMap(
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        float delta, 
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        Camera2D *camera, 
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        Player *player, 
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        EnvItem *envItems, 
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        int envItemsLength, 
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        int width, int height
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) {
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    camera->target = player->pos;
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    camera->offset = (Vector2){ width/2, height/2 };
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    float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
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    for (int i = 0; i < envItemsLength; i++) {
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        EnvItem *ei = envItems + i;
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        minX = fminf(ei->rect.x, minX);
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        maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
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        minY = fminf(ei->rect.y, minY);
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        maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
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    }
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    Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
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    Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
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    if (max.x < width) {
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        camera->offset.x = width - (max.x - width/2);
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    }
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    if (max.y < height) {
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        camera->offset.y = height - (max.y - height/2);
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    }
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    if (min.x > 0) {
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        camera->offset.x = width/2 - min.x;
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    }
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    if (min.y > 0) {
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        camera->offset.y = height/2- min.y;
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    }
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}
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void updateCameraCenterSmoothFollow(
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        float delta, 
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        Camera2D *camera, 
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        Player *player, 
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        EnvItem *envItems, 
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        int envItemsLength, 
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        int width, int height
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) {
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    static float minSpeed = 30;
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    static float minEffectLength = 10;
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    static float fractionSpeed = 0.8f;
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    camera->offset = (Vector2){ width/2, height/2 };
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    Vector2 diff = Vector2Subtract(player->pos, camera->target);
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    float length = Vector2Length(diff);
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    if (length > minEffectLength) {
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        float speed = fmaxf(fractionSpeed * length, minSpeed);
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        camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
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    }
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}
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void updateCameraEvenOutOnLanding(
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        float delta, 
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        Camera2D *camera, 
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        Player *player, 
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        EnvItem *envItems, 
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        int envItemsLength, 
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        int width, int height
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) {
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    static float evenOutSpeed = 700;
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    static int eveningOut = false;
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    static float evenOutTarget;
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    camera->offset = (Vector2){ width/2, height/2 };
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    camera->target.x = player->pos.x;
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    if (eveningOut) {
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        if (evenOutTarget > camera->target.y) {
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            camera->target.y += evenOutSpeed * delta;
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            if (camera->target.y > evenOutTarget) {
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                camera->target.y = evenOutTarget;
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                eveningOut = 0;
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            }
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        } else {
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            camera->target.y -= evenOutSpeed * delta;
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            if (camera->target.y < evenOutTarget) {
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                camera->target.y = evenOutTarget;
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                eveningOut = 0;
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            }
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        }
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    } else {
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        if (player->canJump && 
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            player->vel == 0 && 
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            player->pos.y != camera->target.y
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        ) {
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            eveningOut = 1;
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            evenOutTarget = player->pos.y;
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        }
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    }
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}
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void updateCameraPlayerBoundsPush(
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        float delta, 
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        Camera2D *camera, 
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        Player *player, 
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        EnvItem *envItems, 
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        int envItemsLength, 
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        int width, int height
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) {
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    static Vector2 bbox = { 0.2f, 0.2f };
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    Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height }, *camera);
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    Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x) * 0.5 * width, (1 + bbox.y) * 0.5 * height }, *camera);
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    camera->offset = (Vector2){ (1 - bbox.x) * 0.5 * width, (1 - bbox.y) * 0.5 * height };
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    if (player->pos.x < bboxWorldMin.x) {
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        camera->target.x = player->pos.x;
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    }
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    if (player->pos.y < bboxWorldMin.y) {
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        camera->target.y = player->pos.y;
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    }
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    if (player->pos.x > bboxWorldMax.x) {
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        camera->target.x = bboxWorldMin.x + (player->pos.x - bboxWorldMax.x);
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    }
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    if (player->pos.y > bboxWorldMax.y) {
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        camera->target.y = bboxWorldMin.y + (player->pos.y - bboxWorldMax.y);
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    }
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}
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void updatePlayer(float delta, Player *player, EnvItem *envItems, int envItemsLength) {
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    if (IsKeyDown(KEY_LEFT)) player->pos.x -= PLAYER_HOR_SPD*delta;
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    if (IsKeyDown(KEY_RIGHT)) player->pos.x += PLAYER_HOR_SPD*delta;
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    if (IsKeyDown(KEY_SPACE) && player->canJump) {
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        player->vel = -PLAYER_JUMP_SPD;
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        player->canJump = 0;
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    }
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    int hitObstacle = 0;
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    for (int i = 0; i < envItemsLength; i++) {
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        EnvItem *ei = envItems + i;
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        Vector2 *p = &(player->pos);
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        if (ei->blocking &&
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            ei->rect.x <= p->x && 
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            ei->rect.x + ei->rect.width >= p->x &&
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            ei->rect.y >= p->y &&
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            ei->rect.y < p->y + player->vel * delta) 
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        {
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            hitObstacle = 1;
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            player->vel = 0.0f;
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            p->y = ei->rect.y;
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        }
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    }
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    if (!hitObstacle) {
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        player->pos.y += player->vel * delta;
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        player->vel += G * delta;
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        player->canJump = 0;
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    } else {
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        player->canJump = 1;
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    }
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}
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void renderWorld(Player *player, EnvItem *envItems, int envItemsLength) {
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    for (int i = 0; i < envItemsLength; i++) {
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        DrawRectangleRec(envItems[i].rect, envItems[i].color);
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    }
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    Rectangle playerRect = { player->pos.x - 20, player->pos.y - 40, 40, 40 };
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    DrawRectangleRec(playerRect, RED);
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}
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int main(void)
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{
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
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    SetTargetFPS(60);
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    Player player;
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    player.pos = (Vector2){ 400, 280 };
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    player.vel = 0;
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    player.canJump = 0;
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    EnvItem envItems[] = {
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        {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
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        {{ 0, 400, 1000, 200 }, 1, GRAY },
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        {{ 300, 200, 400, 10 }, 1, GRAY },
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        {{ 250, 300, 100, 10 }, 1, GRAY },
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        {{ 650, 300, 100, 10 }, 1, GRAY }
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    };
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    int envItemsLength = sizeof(envItems) / sizeof (envItems[0]);
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    Camera2D camera = { 0 };
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    camera.target = player.pos;
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    camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
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    camera.rotation = 0.0f;
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    camera.zoom = 1.0f;
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    int cameraOption = 0;
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    void (*cameraUpdaters[])(float, Camera2D*, Player*, EnvItem*, int, int, int) = {
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        updateCameraCenter,
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        updateCameraCenterInsideMap,
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        updateCameraCenterSmoothFollow,
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        updateCameraEvenOutOnLanding,
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        updateCameraPlayerBoundsPush
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    };
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    int cameraUpdatersLength = sizeof(cameraUpdaters) / sizeof(cameraUpdaters[0]);
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    char* cameraDescriptions[] = {
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        "Follow player center",
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        "Follow player center, but clamp to map edges",
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        "Follow player center; smoothed",
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        "Follow player center horizontally; updateplayer center vertically after landing",
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        "Player push camera on getting too close to screen edge"
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    };
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 | 
			
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    while (!WindowShouldClose()) {
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        float delta = GetFrameTime();
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        updatePlayer(delta, &player, envItems, envItemsLength);
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        camera.zoom += ((float)GetMouseWheelMove()*0.05f);
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        if (camera.zoom > 3.0f) camera.zoom = 3.0f;
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        else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
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        if (IsKeyPressed(KEY_R))
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        {
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            camera.zoom = 1.0f;
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        }
 | 
			
		||||
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        if (IsKeyPressed(KEY_C)) {
 | 
			
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            cameraOption = (cameraOption + 1) % cameraUpdatersLength;
 | 
			
		||||
        }
 | 
			
		||||
        cameraUpdaters[cameraOption](delta, &camera, &player, envItems, envItemsLength, screenWidth, screenHeight);
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        BeginDrawing();
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            BeginMode2D(camera);
 | 
			
		||||
               renderWorld(&player, envItems, envItemsLength); 
 | 
			
		||||
            EndMode2D();
 | 
			
		||||
 | 
			
		||||
            DrawText("Controls:", 20, 20, 10, BLACK);
 | 
			
		||||
            DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
 | 
			
		||||
            DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
 | 
			
		||||
            DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
 | 
			
		||||
            DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
 | 
			
		||||
            DrawText("Current camera mode:", 20, 120, 10, BLACK);
 | 
			
		||||
            DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    CloseWindow();        // Close window and OpenGL context
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										282
									
								
								examples/core/core_2d_camera_platformer.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										282
									
								
								examples/core/core_2d_camera_platformer.c
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,282 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [core] example - 2d camera extended
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 2.5 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019 arvyy (@arvyy)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
#include "raymath.h"
 | 
			
		||||
 | 
			
		||||
#define G 400
 | 
			
		||||
#define PLAYER_JUMP_SPD 350.f
 | 
			
		||||
#define PLAYER_HOR_SPD 200.f
 | 
			
		||||
 | 
			
		||||
typedef struct Player {
 | 
			
		||||
    Vector2 pos;
 | 
			
		||||
    float vel;
 | 
			
		||||
    int canJump;
 | 
			
		||||
} Player;
 | 
			
		||||
 | 
			
		||||
typedef struct EnvItem {
 | 
			
		||||
    Rectangle rect;
 | 
			
		||||
    int blocking;
 | 
			
		||||
    Color color;
 | 
			
		||||
} EnvItem;
 | 
			
		||||
 | 
			
		||||
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
 | 
			
		||||
{
 | 
			
		||||
    camera->offset = (Vector2){ width/2, height/2 };
 | 
			
		||||
    camera->target = player->pos;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
 | 
			
		||||
{
 | 
			
		||||
    camera->target = player->pos;
 | 
			
		||||
    camera->offset = (Vector2){ width/2, height/2 };
 | 
			
		||||
    float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
 | 
			
		||||
    
 | 
			
		||||
    for (int i = 0; i < envItemsLength; i++)
 | 
			
		||||
    {
 | 
			
		||||
        EnvItem *ei = envItems + i;
 | 
			
		||||
        minX = fminf(ei->rect.x, minX);
 | 
			
		||||
        maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
 | 
			
		||||
        minY = fminf(ei->rect.y, minY);
 | 
			
		||||
        maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
 | 
			
		||||
    Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
 | 
			
		||||
    
 | 
			
		||||
    if (max.x < width) camera->offset.x = width - (max.x - width/2);
 | 
			
		||||
    if (max.y < height) camera->offset.y = height - (max.y - height/2);
 | 
			
		||||
    if (min.x > 0) camera->offset.x = width/2 - min.x;
 | 
			
		||||
    if (min.y > 0) camera->offset.y = height/2 - min.y;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
 | 
			
		||||
{
 | 
			
		||||
    static float minSpeed = 30;
 | 
			
		||||
    static float minEffectLength = 10;
 | 
			
		||||
    static float fractionSpeed = 0.8f;
 | 
			
		||||
    
 | 
			
		||||
    camera->offset = (Vector2){ width/2, height/2 };
 | 
			
		||||
    Vector2 diff = Vector2Subtract(player->pos, camera->target);
 | 
			
		||||
    float length = Vector2Length(diff);
 | 
			
		||||
    
 | 
			
		||||
    if (length > minEffectLength)
 | 
			
		||||
    {
 | 
			
		||||
        float speed = fmaxf(fractionSpeed*length, minSpeed);
 | 
			
		||||
        camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
 | 
			
		||||
{
 | 
			
		||||
    static float evenOutSpeed = 700;
 | 
			
		||||
    static int eveningOut = false;
 | 
			
		||||
    static float evenOutTarget;
 | 
			
		||||
    
 | 
			
		||||
    camera->offset = (Vector2){ width/2, height/2 };
 | 
			
		||||
    camera->target.x = player->pos.x;
 | 
			
		||||
    
 | 
			
		||||
    if (eveningOut)
 | 
			
		||||
    {
 | 
			
		||||
        if (evenOutTarget > camera->target.y) 
 | 
			
		||||
        {
 | 
			
		||||
            camera->target.y += evenOutSpeed*delta;
 | 
			
		||||
            
 | 
			
		||||
            if (camera->target.y > evenOutTarget) 
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.y = evenOutTarget;
 | 
			
		||||
                eveningOut = 0;
 | 
			
		||||
            }
 | 
			
		||||
        } 
 | 
			
		||||
        else 
 | 
			
		||||
        {
 | 
			
		||||
            camera->target.y -= evenOutSpeed*delta;
 | 
			
		||||
            
 | 
			
		||||
            if (camera->target.y < evenOutTarget) 
 | 
			
		||||
            {
 | 
			
		||||
                camera->target.y = evenOutTarget;
 | 
			
		||||
                eveningOut = 0;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    } 
 | 
			
		||||
    else 
 | 
			
		||||
    {
 | 
			
		||||
        if (player->canJump && (player->vel == 0) && (player->pos.y != camera->target.y))
 | 
			
		||||
        {
 | 
			
		||||
            eveningOut = 1;
 | 
			
		||||
            evenOutTarget = player->pos.y;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) 
 | 
			
		||||
{
 | 
			
		||||
    static Vector2 bbox = { 0.2f, 0.2f };
 | 
			
		||||
 | 
			
		||||
    Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
 | 
			
		||||
    Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
 | 
			
		||||
    camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
 | 
			
		||||
 | 
			
		||||
    if (player->pos.x < bboxWorldMin.x) camera->target.x = player->pos.x;
 | 
			
		||||
    if (player->pos.y < bboxWorldMin.y) camera->target.y = player->pos.y;
 | 
			
		||||
    if (player->pos.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->pos.x - bboxWorldMax.x);
 | 
			
		||||
    if (player->pos.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->pos.y - bboxWorldMax.y);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
 | 
			
		||||
{
 | 
			
		||||
    if (IsKeyDown(KEY_LEFT)) player->pos.x -= PLAYER_HOR_SPD*delta;
 | 
			
		||||
    if (IsKeyDown(KEY_RIGHT)) player->pos.x += PLAYER_HOR_SPD*delta;
 | 
			
		||||
    if (IsKeyDown(KEY_SPACE) && player->canJump) 
 | 
			
		||||
    {
 | 
			
		||||
        player->vel = -PLAYER_JUMP_SPD;
 | 
			
		||||
        player->canJump = 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    int hitObstacle = 0;
 | 
			
		||||
    for (int i = 0; i < envItemsLength; i++) 
 | 
			
		||||
    {
 | 
			
		||||
        EnvItem *ei = envItems + i;
 | 
			
		||||
        Vector2 *p = &(player->pos);
 | 
			
		||||
        if (ei->blocking &&
 | 
			
		||||
            ei->rect.x <= p->x && 
 | 
			
		||||
            ei->rect.x + ei->rect.width >= p->x &&
 | 
			
		||||
            ei->rect.y >= p->y &&
 | 
			
		||||
            ei->rect.y < p->y + player->vel*delta) 
 | 
			
		||||
        {
 | 
			
		||||
            hitObstacle = 1;
 | 
			
		||||
            player->vel = 0.0f;
 | 
			
		||||
            p->y = ei->rect.y;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    if (!hitObstacle) 
 | 
			
		||||
    {
 | 
			
		||||
        player->pos.y += player->vel*delta;
 | 
			
		||||
        player->vel += G*delta;
 | 
			
		||||
        player->canJump = 0;
 | 
			
		||||
    } 
 | 
			
		||||
    else player->canJump = 1;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
    
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
 | 
			
		||||
 | 
			
		||||
    Player player = { 0 };
 | 
			
		||||
    player.pos = (Vector2){ 400, 280 };
 | 
			
		||||
    player.vel = 0;
 | 
			
		||||
    player.canJump = 0;
 | 
			
		||||
    EnvItem envItems[] = {
 | 
			
		||||
        {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
 | 
			
		||||
        {{ 0, 400, 1000, 200 }, 1, GRAY },
 | 
			
		||||
        {{ 300, 200, 400, 10 }, 1, GRAY },
 | 
			
		||||
        {{ 250, 300, 100, 10 }, 1, GRAY },
 | 
			
		||||
        {{ 650, 300, 100, 10 }, 1, GRAY }
 | 
			
		||||
    };
 | 
			
		||||
    
 | 
			
		||||
    int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
 | 
			
		||||
 | 
			
		||||
    Camera2D camera = { 0 };
 | 
			
		||||
    camera.target = player.pos;
 | 
			
		||||
    camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
 | 
			
		||||
    camera.rotation = 0.0f;
 | 
			
		||||
    camera.zoom = 1.0f;
 | 
			
		||||
 | 
			
		||||
    // Store pointers to the multiple update camera functions
 | 
			
		||||
    void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
 | 
			
		||||
        UpdateCameraCenter,
 | 
			
		||||
        UpdateCameraCenterInsideMap,
 | 
			
		||||
        UpdateCameraCenterSmoothFollow,
 | 
			
		||||
        UpdateCameraEvenOutOnLanding,
 | 
			
		||||
        UpdateCameraPlayerBoundsPush
 | 
			
		||||
    };
 | 
			
		||||
    
 | 
			
		||||
    int cameraOption = 0;
 | 
			
		||||
    int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
 | 
			
		||||
    
 | 
			
		||||
    char *cameraDescriptions[] = {
 | 
			
		||||
        "Follow player center",
 | 
			
		||||
        "Follow player center, but clamp to map edges",
 | 
			
		||||
        "Follow player center; smoothed",
 | 
			
		||||
        "Follow player center horizontally; updateplayer center vertically after landing",
 | 
			
		||||
        "Player push camera on getting too close to screen edge"
 | 
			
		||||
    };
 | 
			
		||||
    
 | 
			
		||||
    SetTargetFPS(60);
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose()) 
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        float deltaTime = GetFrameTime();
 | 
			
		||||
        
 | 
			
		||||
        UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
 | 
			
		||||
 | 
			
		||||
        camera.zoom += ((float)GetMouseWheelMove()*0.05f);
 | 
			
		||||
        
 | 
			
		||||
        if (camera.zoom > 3.0f) camera.zoom = 3.0f;
 | 
			
		||||
        else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
 | 
			
		||||
        
 | 
			
		||||
        if (IsKeyPressed(KEY_R)) 
 | 
			
		||||
        {
 | 
			
		||||
            camera.zoom = 1.0f;
 | 
			
		||||
            player.pos = (Vector2){ 400, 280 };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
 | 
			
		||||
 | 
			
		||||
        // Call update camera function by its pointer
 | 
			
		||||
        cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(LIGHTGRAY);
 | 
			
		||||
 | 
			
		||||
            BeginMode2D(camera);
 | 
			
		||||
           
 | 
			
		||||
                for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
 | 
			
		||||
 | 
			
		||||
                Rectangle playerRect = { player.pos.x - 20, player.pos.y - 40, 40, 40 };
 | 
			
		||||
                DrawRectangleRec(playerRect, RED);
 | 
			
		||||
               
 | 
			
		||||
            EndMode2D();
 | 
			
		||||
 | 
			
		||||
            DrawText("Controls:", 20, 20, 10, BLACK);
 | 
			
		||||
            DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
 | 
			
		||||
            DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
 | 
			
		||||
            DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
 | 
			
		||||
            DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
 | 
			
		||||
            DrawText("Current camera mode:", 20, 120, 10, BLACK);
 | 
			
		||||
            DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
 | 
			
		||||
            
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseWindow();        // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user