create a 2d camera + fix small bug

This commit is contained in:
2026-07-01 21:01:52 -07:00
parent 8fb1ec1dcb
commit 90cca442ac
4 changed files with 69 additions and 12 deletions
+2 -2
View File
@@ -5,6 +5,6 @@ WINDOW_HEIGHT :: 720
WINDOW_TITLE :: "Game 1"
TILE_SIZE :: 32
MAP_WIDTH :: 40
MAP_HEIGHT :: 25
MAP_WIDTH :: 80
MAP_HEIGHT :: 60
+53 -1
View File
@@ -1,35 +1,87 @@
package main
import "core:math"
import rl "vendor:raylib"
Game :: struct {
running: bool,
time: f32, // total time elapsed
tilemap: Tilemap,
camera: Camera2D,
}
Camera2D :: struct {
offset: rl.Vector2,
zoom: f32,
}
CAMERA_PAN_SPEED :: 400
game_init :: proc() -> Game {
g := Game {
running = true,
time = 0,
}
g.tilemap = tilemap_init()
g.camera = camera_init()
return g
}
camera_init :: proc() -> Camera2D {
camera_x := f32(MAP_WIDTH * TILE_SIZE) * 0.5
camera_y := f32(MAP_HEIGHT * TILE_SIZE) * 0.5
return Camera2D{offset = {camera_x, camera_y}, zoom = 1.0}
}
camera_update :: proc(camera: ^Camera2D, dt: f32) {
pan := rl.Vector2{0, 0}
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) {pan.y -= 1}
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) {pan.y += 1}
if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) {pan.x -= 1}
if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) {pan.x += 1}
if pan.x != 0 || pan.y != 0 {
len := math.sqrt(pan.x * pan.x + pan.y * pan.y)
pan.x /= len
pan.y /= len
camera.offset.x += pan.x * CAMERA_PAN_SPEED * dt / camera.zoom
camera.offset.y += pan.y * CAMERA_PAN_SPEED * dt / camera.zoom
}
wheel := rl.GetMouseWheelMove()
if wheel != 0 {
camera.zoom = math.clamp(camera.zoom + wheel * 0.15, 0.35, 3.0)
}
}
world_to_screen :: proc(camera: ^Camera2D, wx, wy: f32) -> (f32, f32) {
screen_x := (wx - camera.offset.x) * camera.zoom + f32(WINDOW_WIDTH) * 0.5
screen_y := (wy - camera.offset.y) * camera.zoom + f32(WINDOW_HEIGHT) * 0.5
return screen_x, screen_y
}
screen_to_world :: proc(camera: ^Camera2D, sx, sy: f32) -> (f32, f32) {
world_x := (sx - f32(WINDOW_WIDTH) * 0.5) / camera.zoom + camera.offset.x
world_y := (sy - f32(WINDOW_HEIGHT) * 0.5) / camera.zoom + camera.offset.y
return world_x, world_y
}
game_update :: proc(g: ^Game, dt: f32) {
g.time += dt
if rl.IsKeyPressed(.ESCAPE) {
g.running = false
}
camera_update(&g.camera, dt)
}
game_draw :: proc(g: ^Game) {
tilemap_draw(&g.tilemap)
tilemap_draw(&g.tilemap, &g.camera)
fps := rl.GetFPS()
rl.DrawText(rl.TextFormat("FPS: %i", fps), 10, 36, 20, rl.GREEN)
rl.DrawText(rl.TextFormat("Time: %.1fs", g.time), 10, 62, 20, rl.GRAY)
rl.DrawText(rl.TextFormat("Zoom: %2f", g.camera.zoom), 10, 88, 20, rl.GRAY)
}
game_shutdown :: proc(g: ^Game) {
+1 -1
View File
@@ -11,7 +11,7 @@ main :: proc() {
game := game_init()
defer game_shutdown(&game)
for !rl.WindowShouldClose() {
for game.running && !rl.WindowShouldClose() {
rl.BeginDrawing()
defer rl.EndDrawing()
+13 -8
View File
@@ -39,18 +39,23 @@ tile_color :: proc(type_id: u8) -> rl.Color {
}
}
tilemap_draw :: proc(tilemap: ^Tilemap) {
tilemap_draw :: proc(tilemap: ^Tilemap, camera: ^Camera2D) {
tile_px := f32(TILE_SIZE) * camera.zoom
for y in 0 ..< tilemap.height {
for x in 0 ..< tilemap.width {
wx := f32(x * TILE_SIZE)
wy := f32(y * TILE_SIZE)
sx, sy := world_to_screen(camera, wx, wy)
if sx + tile_px < 0 || sy + tile_px < 0 {continue}
if sx > f32(WINDOW_WIDTH) || sy > f32(WINDOW_HEIGHT) {continue}
index := tile_index(tilemap, x, y)
type_id := tilemap.tiles[index]
color := tile_color(type_id)
color := tile_color(tilemap.tiles[index])
px := i32(x * TILE_SIZE)
py := i32(y * TILE_SIZE)
rl.DrawRectangle(px, py, TILE_SIZE, TILE_SIZE, color)
rl.DrawRectangleLines(px, py, TILE_SIZE, TILE_SIZE, {40, 50, 38, 255})
rl.DrawRectangle(i32(sx), i32(sy), i32(tile_px), i32(tile_px), color)
rl.DrawRectangleLines(i32(sx), i32(sy), i32(tile_px), i32(tile_px), {40, 50, 38, 255})
}
}
}