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local tileTexture = -1
local camera = -1
local cameraPos = { 0, 0 }
local cameraRot = 0.0
local cameraZoom = 1.0
local cameraSpeed = 100.0
local cameraRotSpeed = 100.0
local cameraZoomSpeed = 10.0
function init()
local monitor = 0
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowState( FLAG_VSYNC_HINT )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
RL_SetWindowTitle( "Camera 2D" )
tileTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
camera = RL_CreateCamera2D()
RL_SetCamera2DOffset( camera, { winSize[1] / 2, winSize[2] / 2 } )
end
function process( delta )
-- Move.
if RL_IsKeyDown( KEY_RIGHT ) then
cameraPos[1] = cameraPos[1] + cameraSpeed * delta
elseif RL_IsKeyDown( KEY_LEFT ) then
cameraPos[1] = cameraPos[1] - cameraSpeed * delta
end
if RL_IsKeyDown( KEY_DOWN ) then
cameraPos[2] = cameraPos[2] + cameraSpeed * delta
elseif RL_IsKeyDown( KEY_UP ) then
cameraPos[2] = cameraPos[2] - cameraSpeed * delta
end
-- Rotate.
if RL_IsKeyDown( string.byte( "E" ) ) then
cameraRot = cameraRot + cameraRotSpeed * delta
elseif RL_IsKeyDown( string.byte( "Q" ) ) then
cameraRot = cameraRot - cameraRotSpeed * delta
end
-- Zoom.
if RL_IsKeyDown( string.byte( "R" ) ) then
cameraZoom = cameraZoom + cameraZoomSpeed * delta
elseif RL_IsKeyDown( string.byte( "F" ) ) then
cameraZoom = cameraZoom - cameraZoomSpeed * delta
end
end
function draw()
RL_ClearBackground( RAYWHITE )
RL_SetCamera2DTarget( camera, cameraPos )
RL_SetCamera2DRotation( camera, cameraRot )
RL_SetCamera2DZoom( camera, cameraZoom )
RL_BeginMode2D( camera )
-- Draw wall.
for y = 0, 4 do
for x = 0, 6 do
RL_DrawTextureRec( tileTexture, { 0, 0, 32, 32 }, { x * 32, y * 32 }, WHITE )
end
end
-- Draw hero.
RL_DrawTextureRec( tileTexture, { 3 * 32, 0, 32, 32 }, { cameraPos[1] - 16, cameraPos[2] - 16 }, WHITE )
RL_EndMode2D()
end
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