Made camera control the center point of view.

This commit is contained in:
2026-07-20 08:08:45 +02:00
parent 1ddab20ca5
commit 21ae1a2cb8
2 changed files with 17 additions and 11 deletions
+9 -5
View File
@@ -1,17 +1,21 @@
package game
import "core:math/linalg"
import rl "vendor:raylib"
camera_init :: proc(player: Player, camera_zoom: f32) -> rl.Camera2D {
camera_init :: proc(player: ^Player, camera_zoom: f32) -> rl.Camera2D {
return rl.Camera2D {
target = player.pos,
// screen space center point
offset = rl.Vector2{ f32(GAME_WIDTH/2), f32(GAME_HEIGHT/2) },
// world point to center on
target = get_player_center(player),
rotation = 0,
zoom = camera_zoom
}
}
update_camera :: proc(player_pos: rl.Vector2, camera: ^rl.Camera2D) {
camera.target = linalg.lerp(camera.target, player_pos, 0.18)
update_camera :: proc(player: ^Player, camera: ^rl.Camera2D) {
player_pos := get_player_center(player)
// camera.target = linalg.lerp(camera.target, player_pos, 0.18)
camera_target := get_player_center(player)
camera.target = camera_target
}
+8 -6
View File
@@ -3,7 +3,7 @@ package game
import rl "vendor:raylib"
Debug :: struct {
active: bool,
active: bool,
bounds_active: bool,
camera_active: bool,
camera: rl.Camera2D,
@@ -21,13 +21,13 @@ debug_init :: proc(game: ^Game) {
debug_fps :: proc() {
when DEBUG_MODE {
rl.DrawFPS(20, 20)
rl.DrawFPS(20, 20)
}
}
// DEBUG CAMERA
// DEBUG CAMERA
debug_camera_init :: proc(player: Player) -> rl.Camera2D {
when !DEBUG_MODE { return rl.Camera2D{} }
when !DEBUG_MODE { return rl.Camera2D{} }
when DEBUG_MODE {
offset_adjust := (TILE_SIZE / 2) * 0.3
@@ -55,7 +55,7 @@ debug_camera_update :: proc(debug: ^Debug) {
scroll := rl.GetMouseWheelMove()
if scroll != 0.0 {
debug.camera.zoom += scroll * 0.1
}
}
}
}
}
@@ -79,7 +79,9 @@ debug_bounds :: proc(game: ^Game) {
if game.debug.bounds_active {
// player
player := game.player
rl.DrawRectangleLines( i32(player.pos.x - (TILE_SIZE / 2)), i32(player.pos.y - (TILE_SIZE / 2)), TILE_SIZE, TILE_SIZE, rl.GREEN)
player_collider := get_player_collider(&game.player, game.player.pos)
rl.DrawRectangleLines( i32(player.pos.x), i32(player.pos.y), TILE_SIZE, TILE_SIZE, rl.GREEN)
rl.DrawRectangleLinesEx(player_collider, 1, rl.BLUE)
}
}
}