Setup 2D Camera for shake effect.

This commit is contained in:
2026-09-29 07:54:09 +02:00
parent f345b0a5f4
commit 29c88a67ad
+45 -2
View File
@@ -1,10 +1,9 @@
package game
import "core:strings"
import "core:math/rand"
import rl "vendor:raylib"
// VIEWPORT_W :: 1280
// VIEWPORT_H :: 720
VIEWPORT_W :: 640
VIEWPORT_H :: 360
WINDOW_TITLE :: "Pong"
@@ -31,6 +30,11 @@ Game :: struct {
should_close: bool,
audio: Audio_Manager,
// Camera state for screen effects / screen shake
camera: rl.Camera2D,
shake_intensity: f32,
shake_timer: f32,
// resolution state
window_w: i32,
window_h: i32,
@@ -78,6 +82,14 @@ game_init :: proc(game: ^Game) {
game.crt_shader = rl.LoadShader(nil, "assets/shaders/crt.fs")
// Setup 2D camera matching the 640x360 viewport center
game.camera = rl.Camera2D{
target = rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0},
offset = rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0},
rotation = 0.0,
zoom = 1.0,
}
game.should_close = false
set_root_scene(game, make_main_menu())
}
@@ -86,6 +98,28 @@ game_update :: proc(game: ^Game) {
dt := rl.GetFrameTime()
input := poll_input()
// -------------------------------------------------------------------------
// Update Camera Shake
// -------------------------------------------------------------------------
base_center := rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0}
if game.shake_timer > 0 {
game.shake_timer -= dt
// Generate random offset within current intensity bounds
offset_x := (f32(rand.float32()) * 2.0 - 1.0) * game.shake_intensity
offset_y := (f32(rand.float32()) * 2.0 - 1.0) * game.shake_intensity
game.camera.target = base_center + rl.Vector2{offset_x, offset_y}
if game.shake_timer <= 0 {
game.shake_intensity = 0.0
game.camera.target = base_center
}
} else {
game.camera.target = base_center
}
active_scene := get_active_scene(game)
if active_scene != nil {
scene_update(active_scene, game, input, dt)
@@ -105,12 +139,16 @@ game_render :: proc(game: ^Game) {
rl.BeginTextureMode(game.viewport)
rl.DrawTexture(game.bg_texture, 0, 0, rl.WHITE)
// World/Scene objects rendered through 2D camera space
rl.BeginMode2D(game.camera)
// @note: fine for now but probably not a good idea...
// Render all scenes in the stack from bottom to top
for i in 0 ..< len(game.scene_stack) {
scene_render(&game.scene_stack[i])
}
rl.EndMode2D()
rl.EndTextureMode()
render_game_to_window(game)
@@ -136,6 +174,11 @@ game_should_run :: proc(game: Game) -> bool {
return !game.should_close && !rl.WindowShouldClose()
}
game_trigger_shake :: proc(game: ^Game, intensity: f32, duration: f32 = 0.15) {
game.shake_intensity = max(game.shake_intensity, intensity)
game.shake_timer = duration
}
// ------------------------------------------------------------------------------
// Window Upscale Render
// ------------------------------------------------------------------------------