Map C pointers to Zig and functions names use Zig naming conventions
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c564af4f61
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18 changed files with 3510 additions and 879 deletions
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@ -11,7 +11,7 @@ pub fn main() anyerror!void {
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const screenWidth = 800;
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const screenHeight = 450;
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rl.InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - 2d camera");
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rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - 2d camera");
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var player = rl.Rectangle{ .x = 400, .y = 280, .width = 40, .height = 40 };
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var buildings: [MAX_BUILDINGS]rl.Rectangle = undefined;
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@ -20,14 +20,14 @@ pub fn main() anyerror!void {
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var spacing: i32 = 0;
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for (buildings) |_, i| {
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buildings[i].width = @intToFloat(f32, rl.GetRandomValue(50, 200));
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buildings[i].height = @intToFloat(f32, rl.GetRandomValue(100, 800));
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buildings[i].width = @intToFloat(f32, rl.getRandomValue(50, 200));
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buildings[i].height = @intToFloat(f32, rl.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] = rl.Color.init(@intCast(u8, rl.GetRandomValue(200, 240)), @intCast(u8, rl.GetRandomValue(200, 240)), @intCast(u8, rl.GetRandomValue(200, 250)), 255);
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buildColors[i] = rl.Color.init(@intCast(u8, rl.getRandomValue(200, 240)), @intCast(u8, rl.getRandomValue(200, 240)), @intCast(u8, rl.getRandomValue(200, 250)), 255);
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}
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var camera = rl.Camera2D{
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@ -37,18 +37,18 @@ pub fn main() anyerror!void {
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.zoom = 1,
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};
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rl.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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rl.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 (!rl.WindowShouldClose()) { // Detect window close button or ESC key
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while (!rl.windowShouldClose()) { // Detect window close button or ESC key
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// Update
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//----------------------------------------------------------------------------------
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// Player movement
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_RIGHT)) {
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if (rl.isKeyDown(rl.KeyboardKey.KEY_RIGHT)) {
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player.x += 2;
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} else if (rl.IsKeyDown(rl.KeyboardKey.KEY_LEFT)) {
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} else if (rl.isKeyDown(rl.KeyboardKey.KEY_LEFT)) {
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player.x -= 2;
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}
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@ -56,22 +56,22 @@ pub fn main() anyerror!void {
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camera.target = rl.Vector2.init(player.x + 20, player.y + 20);
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// Camera rotation controls
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_A)) {
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if (rl.isKeyDown(rl.KeyboardKey.KEY_A)) {
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camera.rotation -= 1;
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} else if (rl.IsKeyDown(rl.KeyboardKey.KEY_S)) {
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} else if (rl.isKeyDown(rl.KeyboardKey.KEY_S)) {
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camera.rotation += 1;
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}
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// Limit camera rotation to 80 degrees (-40 to 40)
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camera.rotation = rlm.Clamp(camera.rotation, -40, 40);
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camera.rotation = rlm.clamp(camera.rotation, -40, 40);
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// Camera zoom controls
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camera.zoom += rl.GetMouseWheelMove() * 0.05;
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camera.zoom += rl.getMouseWheelMove() * 0.05;
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camera.zoom = rlm.Clamp(camera.zoom, 0.1, 3.0);
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camera.zoom = rlm.clamp(camera.zoom, 0.1, 3.0);
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// Camera reset (zoom and rotation)
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if (rl.IsKeyPressed(rl.KeyboardKey.KEY_R)) {
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if (rl.isKeyPressed(rl.KeyboardKey.KEY_R)) {
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camera.zoom = 1.0;
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camera.rotation = 0.0;
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}
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@ -79,47 +79,47 @@ pub fn main() anyerror!void {
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// Draw
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//----------------------------------------------------------------------------------
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rl.BeginDrawing();
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rl.beginDrawing();
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rl.ClearBackground(rl.Color.RAYWHITE);
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rl.clearBackground(rl.Color.RAYWHITE);
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camera.begin();
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rl.DrawRectangle(-6000, 320, 13000, 8000, rl.Color.DARKGRAY);
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rl.drawRectangle(-6000, 320, 13000, 8000, rl.Color.DARKGRAY);
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for (buildings) |building, i| {
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rl.DrawRectangleRec(building, buildColors[i]);
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rl.drawRectangleRec(building, buildColors[i]);
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}
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rl.DrawRectangleRec(player, rl.Color.RED);
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rl.drawRectangleRec(player, rl.Color.RED);
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rl.DrawLine(@floatToInt(c_int, camera.target.x), -screenHeight * 10, @floatToInt(c_int, camera.target.x), screenHeight * 10, rl.Color.GREEN);
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rl.DrawLine(-screenWidth * 10, @floatToInt(c_int, camera.target.y), screenWidth * 10, @floatToInt(c_int, camera.target.y), rl.Color.GREEN);
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rl.drawLine(@floatToInt(c_int, camera.target.x), -screenHeight * 10, @floatToInt(c_int, camera.target.x), screenHeight * 10, rl.Color.GREEN);
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rl.drawLine(-screenWidth * 10, @floatToInt(c_int, camera.target.y), screenWidth * 10, @floatToInt(c_int, camera.target.y), rl.Color.GREEN);
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camera.end();
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rl.DrawText("SCREEN AREA", 640, 10, 20, rl.Color.RED);
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rl.drawText("SCREEN AREA", 640, 10, 20, rl.Color.RED);
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rl.DrawRectangle(0, 0, screenWidth, 5, rl.Color.RED);
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rl.DrawRectangle(0, 5, 5, screenHeight - 10, rl.Color.RED);
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rl.DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, rl.Color.RED);
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rl.DrawRectangle(0, screenHeight - 5, screenWidth, 5, rl.Color.RED);
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rl.drawRectangle(0, 0, screenWidth, 5, rl.Color.RED);
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rl.drawRectangle(0, 5, 5, screenHeight - 10, rl.Color.RED);
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rl.drawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, rl.Color.RED);
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rl.drawRectangle(0, screenHeight - 5, screenWidth, 5, rl.Color.RED);
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rl.DrawRectangle(10, 10, 250, 113, rl.Fade(rl.Color.SKYBLUE, 0.5));
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rl.DrawRectangleLines(10, 10, 250, 113, rl.Color.BLUE);
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rl.drawRectangle(10, 10, 250, 113, rl.fade(rl.Color.SKYBLUE, 0.5));
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rl.drawRectangleLines(10, 10, 250, 113, rl.Color.BLUE);
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rl.DrawText("Free 2d camera controls:", 20, 20, 10, rl.Color.BLACK);
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rl.DrawText("- Right/Left to move Offset", 40, 40, 10, rl.Color.DARKGRAY);
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rl.DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, rl.Color.DARKGRAY);
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rl.DrawText("- A / S to Rotate", 40, 80, 10, rl.Color.DARKGRAY);
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rl.DrawText("- R to reset Zoom and Rotation", 40, 100, 10, rl.Color.DARKGRAY);
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rl.drawText("Free 2d camera controls:", 20, 20, 10, rl.Color.BLACK);
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rl.drawText("- Right/Left to move Offset", 40, 40, 10, rl.Color.DARKGRAY);
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rl.drawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, rl.Color.DARKGRAY);
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rl.drawText("- A / S to Rotate", 40, 80, 10, rl.Color.DARKGRAY);
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rl.drawText("- R to reset Zoom and Rotation", 40, 100, 10, rl.Color.DARKGRAY);
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rl.EndDrawing();
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rl.endDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rl.CloseWindow(); // Close window and OpenGL context
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rl.closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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