fix build and basic_window example
some restructuring due to the recent changes to usingnamespace.
also cleaned up some deprecated stuff from raylib 3.7.
- appended the contents of raylib-wa.zig into raylib-zig.zig
- using raylib functions requires `const rl = @import("raylib");`
(and accesing the identifiers inside rl, like `rl.InitWindow`)
only the basic_window example was updated, and it looks like it crashes
on keyboard inputs.
many thanks to @nektro :)
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parent
3f19a5742a
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14 changed files with 237 additions and 166 deletions
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//
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// 2d_camera
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-16
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//
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usingnamespace @import("raylib");
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usingnamespace @import("raylib-math");
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const MAX_BUILDINGS = 100;
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - 2d camera");
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var player = Rectangle { .x = 400, .y = 280, .width = 40, .height = 40 };
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var buildings: [MAX_BUILDINGS]Rectangle = undefined;
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var buildColors: [MAX_BUILDINGS]Color = undefined;
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var spacing: i32 = 0;
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for (buildings) |_, i|
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{
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buildings[i].width = @intToFloat(f32, GetRandomValue(50, 200));
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buildings[i].height = @intToFloat(f32, GetRandomValue(100, 800));
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buildings[i].y = screenHeight - 130 - buildings[i].height;
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buildings[i].x = @intToFloat(f32, -6000 + spacing);
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spacing += @floatToInt(i32, buildings[i].width);
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buildColors[i] = Color { .r = @intCast(u8, GetRandomValue(200, 240)), .g = @intCast(u8, GetRandomValue(200, 240)),
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.b = @intCast(u8, GetRandomValue(200, 250)), .a = 255 };
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}
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var camera = Camera2D {
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.target = Vector2 { .x = player.x + 20, .y = player.y + 20 },
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.offset = Vector2 { .x = screenWidth/2, .y = screenHeight/2 },
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.rotation = 0,
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.zoom = 1,
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};
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Player movement
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if (IsKeyDown(KeyboardKey.KEY_RIGHT)) { player.x += 2; }
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else if (IsKeyDown(KeyboardKey.KEY_LEFT)) { player.x -= 2; }
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// Camera target follows player
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camera.target = Vector2 { .x = player.x + 20, .y = player.y + 20 };
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// Camera rotation controls
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if (IsKeyDown(KeyboardKey.KEY_A)) { camera.rotation -= 1; }
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else if (IsKeyDown(KeyboardKey.KEY_S)) { camera.rotation += 1; }
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// Limit camera rotation to 80 degrees (-40 to 40)
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camera.rotation = Clamp(camera.rotation, -40, 40);
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// Camera zoom controls
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camera.zoom += GetMouseWheelMove() * 0.05;
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camera.zoom = Clamp(camera.zoom, 0.1, 3.0);
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// Camera reset (zoom and rotation)
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if (IsKeyPressed(KeyboardKey.KEY_R))
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{
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camera.zoom = 1.0;
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camera.rotation = 0.0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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camera.Begin();
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
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for (buildings) |building, i|
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{
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//DrawRectangleRec(building, buildColors[i]);
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DrawRectangle(@floatToInt(c_int, building.x), @floatToInt(c_int, building.y),
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@floatToInt(c_int, building.width), @floatToInt(c_int, building.height), buildColors[i]);
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}
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DrawRectangle(@floatToInt(c_int, player.x), @floatToInt(c_int, player.y),
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@floatToInt(c_int, player.width), @floatToInt(c_int, player.height), DARKGRAY);
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//DrawRectangleRec(player, RED);
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DrawLine(@floatToInt(c_int, camera.target.x), -screenHeight*10, @floatToInt(c_int, camera.target.x), screenHeight*10, GREEN);
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DrawLine(-screenWidth*10, @floatToInt(c_int, camera.target.y), screenWidth*10, @floatToInt(c_int, camera.target.y), GREEN);
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camera.End();
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DrawText("SCREEN AREA", 640, 10, 20, RED);
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DrawRectangle(0, 0, screenWidth, 5, RED);
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DrawRectangle(0, 5, 5, screenHeight - 10, RED);
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DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
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DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
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DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5));
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DrawRectangleLines( 10, 10, 250, 113, BLUE);
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DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
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DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
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DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
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DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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