Made camera control the center point of view.
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+9
-5
@@ -1,17 +1,21 @@
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package game
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import "core:math/linalg"
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import rl "vendor:raylib"
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camera_init :: proc(player: Player, camera_zoom: f32) -> rl.Camera2D {
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camera_init :: proc(player: ^Player, camera_zoom: f32) -> rl.Camera2D {
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return rl.Camera2D {
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target = player.pos,
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// screen space center point
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offset = rl.Vector2{ f32(GAME_WIDTH/2), f32(GAME_HEIGHT/2) },
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// world point to center on
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target = get_player_center(player),
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rotation = 0,
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zoom = camera_zoom
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}
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}
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update_camera :: proc(player_pos: rl.Vector2, camera: ^rl.Camera2D) {
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camera.target = linalg.lerp(camera.target, player_pos, 0.18)
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update_camera :: proc(player: ^Player, camera: ^rl.Camera2D) {
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player_pos := get_player_center(player)
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// camera.target = linalg.lerp(camera.target, player_pos, 0.18)
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camera_target := get_player_center(player)
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camera.target = camera_target
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}
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+3
-1
@@ -79,7 +79,9 @@ debug_bounds :: proc(game: ^Game) {
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if game.debug.bounds_active {
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// player
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player := game.player
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rl.DrawRectangleLines( i32(player.pos.x - (TILE_SIZE / 2)), i32(player.pos.y - (TILE_SIZE / 2)), TILE_SIZE, TILE_SIZE, rl.GREEN)
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player_collider := get_player_collider(&game.player, game.player.pos)
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rl.DrawRectangleLines( i32(player.pos.x), i32(player.pos.y), TILE_SIZE, TILE_SIZE, rl.GREEN)
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rl.DrawRectangleLinesEx(player_collider, 1, rl.BLUE)
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}
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}
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}
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